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Thema: Der "Fall from Heaven II" - Thread

  1. #1381
    FFH2 Übersetzungsteam Avatar von Kontrollator
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    Hier sind schon mal die Fixes für Version 0.30

    Fixes coming in "Shadow":
    1. The AI now correctly values buildings that allow units to be produced.
    2. You can now create spider pens with spiders.
    3. The Dragons Horde unit is correctly spawned if the city with it is razed (this fix was obsoleted by the equipment system).
    4. Manes and Infernals are correctly produced when cities are razed.
    5. Lifesparks can now cast Heal.
    6. Mud Golems now defend themselves if attacked.
    7. Units can only trade Orthus's Axe once per turn.
    8. Removing features won't remove Yggdrasil or the Tomb of Sucellus.
    9. The AI now remembers event attitudes correctly.
    10. Only the Balseraphs can Cage slaves.
    11. Hall of Mirrors doesnt cause getVisibleEnemyDefender errors anymore.
    12. Betraying units dont clear stacks/cities if they jump to the wrong tile.
    13. Fixed a python error with the Earthquake spell.
    14. Fixed an error with no upkeep civics and the adaptive trait.
    15. Fatique isn't marked as requiring the unit to be fully healed.
    16. Cure Disease now works correctly.
    17. Fixed an error that caused Governors Manors to not retain their production bonus through save games (could also cause OOS's).
    18. Units killed with Prophecy Marks now decrease the AC correctly.
    19. Pirates are no longer treated as hidden nationality even after revealing their nationality.
    20. Fixed a Waiting on Civilization spinlock issue caused by hidden nationality units grouping with non-HN units.
    21. Players are no longer presented the option to switch to civics they can't adopt.
    22. Diseased and Plagued promotions will now be passed correctly in combat.
    23. Killing Hyborem or Basium correctly causes the player to lose all his traits.
    24. Removed the move requirement on missons (note to self: may cause ctd's, spinlocks and cranberring of the testicles).
    25. Added a block to keep the AI from disbanding heroes (or any unit that doesn't require military support).
    26. Immobile value and miscast chance on spells are being set correctly (formorly it was overwritten by the miscast chance and the miscast chance was never set).
    27. Religion specific improvement art is now displayed.
    28. Fixed an exception error in Vassal diplomacy.
    29. Fixed an error with Vassal's taking former player slots (from Bhruic's unofficial patch).
    30. Colonies have met all players the origional empire has (from Bhruic's unofficial patch).
    31. Colonies can't trade techs their origional empire couldn't if no tech brokering is on (from Bhruic's unofficial patch).
    32. Colonies get the origional empires world map (from Bhruic's unofficial patch).
    33. AI Players won't hate you for declaring war on their friend if they are also at war with them (from Bhruic's unofficial patch).
    34. Vassals can't be a players worst enemy (from Bhruic's unofficial patch).

  2. #1382
    Civ 1 Veteran Avatar von Xenophon
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    Ich bin durch das BtS Szenario auf den Geschmack gekommen und bin echt begeistert von diesem Mod.
    Das einzige was mich stört, ist dass der Tech-Balken oben am Bildschirm, sowie Produktions- und Wachstumsbalken im Stadtmenü bei mir nicht angezeigt werden. Hab es auf dem PC meiner Freundin getestet, selbes Problem.
    Hat jemand das selbe Problem oder weiß jemand wie man das beheben könnte?

  3. #1383
    Minion Avatar von Tzu Iop
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    Zitat Zitat von Kael
    Design: World Spells
    Every civilization gets a world spell in "Shadow". This spell can only be used once per game and has far reaching effects. Some are available from the begining of the game and some have a tech prereq before they can be used. In all cases some AI logic has been written to get them to use the spell at an appropruate time.

    We will need a little help balancing here. The effects are significant and are incrediably varied, so as you can understand balance is going to be an issue. As always remember that we balance by the Civ (are the Calabim equal to the Luchuirp) not by the feature (so we aren't attempting to make the Calabim world spell equal to the Luchuirp world spell).

    Amurites- Arcane Lacuna: All the players Arcane units gain 1xp per upgraded mana node in the world, all mana nodes revert to raw mana.
    Balseraphs- Revelry: Initiaties a Golden Age that lasts twice as long as normal.
    Bannor- Rally: Creates a Demagog in every Bannor city and on every Bannor Town improvement, only usueable during a crusade
    Calabim- River of Blood: All Calabim cites get +2 population, all non-Calabim cities get -2 population (to a minimum of 1 population)
    Clan of Embers- For the Horde: 50% of the barbarian orc units convert to the Players control
    Doviello- Wild Hunt: Creates a wolf unit for every combat unit the player controls, the wolfes strength is based on the matching combat units strength
    Elohim- Sanctuary: Kicks all non-team units out of their borders and makes all non-team unable to enter the players lands for 30 turns
    Grigori- Ardor: Resets the players Great People counter
    Hippus- Warcry: Grants all combat units +1 strength, blitz, +1 movement and has a 5% chance per turn of wearing off
    Illians- (won’t be added until “ice”)
    Infernal- Hyborems Whisper: Allows Hyborem to take control of a city with the Ashen Veil religion
    Khazad- Motherlode: Gives the player 10gp per mine they control
    Kuriotates- Legends: Gives a huge culture boost to all the players cities and settlements
    Lanun- Raging Seas: Acts as a Tsunami for the entire world, but it won't damage Lanun ships or improvements
    Ljosalfar- March of the Trees: All forests in the players empire turn into Treants for 3 turns, when the Treants die they return to forests in the plot (if it can support a forest)
    Luchuirp- Gifts of Nantosuelta: Create a Golden Hammer equipment in each of the players cities (Golden Hammers can be picked up by a unit to boost his strength, used to finish a building, or given to a citizen to create a great engineer specialist)
    Malakim- Religious Fervor: Creates a priest of the players state religion in each of the players cities with that state religion, these priests start with +1 xp for every city the player has with that religion
    Mercurians- Divine Retribution: Does damage to all Undead and Demonic units in the world
    Sheaim- Worldbreak: Does damage to all units in cities, forest fires start around the world
    Sidar- Into the Mist: All the players combat units become Hidden (aka: invisible until they attack or cast a spell)
    Svartalfar- Veil of Night: All the players combat units gain Hidden Nationality
    Zitat Zitat von Kael
    Design: Game Options
    There are quite a few new game options in "Shadow", some were snuck into 0.25 but I'll list them all now because some have been modified and vanilla players may not be aware of the new options that got put into 0.25.

    Barbarian World- The Barbarians start with a city for every player in the game (this is the Labrascum option renamed).
    Wildlands- Double the normal rate of animals, in "Shadow" this has been rewritten so that it truely doubles (there was a smooth check that took place after our doubling that made our change insignificant). Also in the new version animals continue to be spawned much later if this option is selected.
    Blessings of Amathaon- Doubles the amount of bonuses generated on the map.
    Living World- Doubles the frequency of events.
    Last Days- Doubles the rise and fall of the Armageddon Counter.
    Hallowed Ground- Removes the Armageddon Counter from the game.
    Compact Enforced- The Mercurians and the Infernal won't be spawned during the game.
    No Lairs- Lairs won't be be automatically created on the map (though animals can still make lairs).
    No Settlers- No players can create settler units.
    End of Winter- The world starts frozen and slowly thaws to the normal terrain type.
    No Unique Features- No Unique features are created on the map.
    Remove Religion- Fellowship of Leaves- Removed the Fellowship of Leaves religion from the game.
    Remove Religion- The Order- Removed the Order religion from the game.
    Remove Religion- Octopus Overlords- Removed the Octopus Overlords religion from the game.
    Remove Religion- Runes of Kilmorph- Removed the Runes of Kilmorph religion from the game.
    Remove Religion- The Ashen Veil- Removed the Ashen Veil religion from the game.
    Remove Religion- The Empyrean- Removed the Empyrean religion from the game.
    Remove Religion- The Council of Esus- Removed the Council of Esus religion from the game.
    AI No Building Requirements- With this option selected the AI no longer needs any building requirements for units. So they can build axemen without training yards and longbowmen without archery ranges. My goal eventually is to improve the AI enough so that this doesn't have much effect (and in "Shadow" the AI's ability to field upgraded units is MUCH better than in 0.25) but we put this in for testing and decided to keep it for players that wanted to try it out.

    I have been playing a lot of games with various religions on or off. Especially on smaller maps 7 religions is an awful lot. Sometimes its nice to have a game with just the Order and the Ashen Veil, or the Empyrean and the Council of Esus. I also think that it will be helpful to scenario designers.

    I've also been playing a lot of "End of Winter" games. We have been talking about a mechanic like this for a long time and we finally found a way to do it that isn't processor intensive on huge maps. I think you guys will enjoy it.
    Blub.
    Papoy!

  4. #1384
    GröFaz Avatar von Stopper
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    End of Winter- The world starts frozen and slowly thaws to the normal terrain type.

    Das ist wohl die coolste Einstellung überhaupt. Das verändert das Spiel total. Da macht dann nciht nur die Anfangsspielphase SPass beim Siedeln, sondern auch später

    Die World Spells finde ich auf den ersten Blick ziemlich krass Aber auch sehr interessant. Ich hoffe aber, dass man diese auch ausschalten kann? Hab davon gar nichts in den neuen Optionen gelsen?

    Der 16. kann kommen.

    mfg stopper

  5. #1385
    FfH2-Shadow ist Klasse Avatar von Senfdüppen
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    noch 4tage
    ich hoffe es hat sich nichts am termin geändert...

  6. #1386
    Registrierter Benutzer Avatar von Aristobulus
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    Eigentlich schwer vorstellbar, dass sie sich an einen Termin halten können, es sei denn, sie habe es schon fertig *g* Und wenn doch: Respekt, da sollen ja "richtige" Spieleprogrammiere ihre Probleme mit haben

  7. #1387
    Minion Avatar von Tzu Iop
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    Zitat Zitat von Aristobulus Beitrag anzeigen
    Eigentlich schwer vorstellbar, dass sie sich an einen Termin halten können, es sei denn, sie habe es schon fertig *g* Und wenn doch: Respekt, da sollen ja "richtige" Spieleprogrammiere ihre Probleme mit haben
    Naja, die arbeiten an Shadow schon seit Mitte des Jahres. Die haben ja schon lange vor der Erscheinen von BtS ihr gesamtes Zeug nach BtS portieren und anpassen können, da sie ja auch das Age of Ice Szenario gemacht haben. Wo ja auch schon einige Mechanismen für aus FfH übernommen wurden. Mal davon abgesehen, dass die große Beta-Test Phase ja eigentlich erst am 16. startet.

    Man muss ihnen allerdings wirklich zu gestehen, dass das schon sehr professionell läuft.
    Papoy!

  8. #1388
    FFH2 Übersetzungsteam Avatar von Kontrollator
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    Zitat Zitat von Tzu Iop Beitrag anzeigen
    Naja, die arbeiten an Shadow schon seit Mitte des Jahres. Die haben ja schon lange vor der Erscheinen von BtS ihr gesamtes Zeug nach BtS portieren und anpassen können, da sie ja auch das Age of Ice Szenario gemacht haben. Wo ja auch schon einige Mechanismen für aus FfH übernommen wurden. Mal davon abgesehen, dass die große Beta-Test Phase ja eigentlich erst am 16. startet.

    Man muss ihnen allerdings wirklich zu gestehen, dass das schon sehr professionell läuft.
    Kael hat es aber auch sehr viel leichter. Er muss sich nicht wie die Firaxis Programmierer mit verschiedenen versionen herumquälen, wo dann überall der Wurm drin ist.
    Desweiteren hat er hunderte von Betatestern, da kann Firaxis natürlich nicht gegen anstinken.

    Und das die Arbeitsweise professionelle Züge hat ist ja klar, Kael ist von Beruf Bughunter. Programmieren und fehlersuche scheint seine Lieblingsbeschäftigung zu sein

  9. #1389
    Hey Baby...es gibt Reis Avatar von Thoros
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    Zitat Zitat von Stopper Beitrag anzeigen
    End of Winter- The world starts frozen and slowly thaws to the normal terrain type.
    Whoa das ist ja mal ne geile Sache...ich kanns kaum noch erwarten!
    Zum Glück hab ich über Weihnachten frei

  10. #1390
    GröFaz Avatar von Stopper
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    Nun sind die Svaltalfars angekommen http://forums.civfanatics.com/showth...64#post6247664

    The winter court is more like their summer brothers than they would like to admit. Like the Ljosalfar they can build improvements on forest tiles, and that grants then the synergies with the Fellowship of Leaves should they opt to return to their former religion. They also gain the same double movement in forest tiles, which is more dangerous in the Svartalfars hands.

    As for differences let’s start with Faeryl, she is an Arcane/Raider leader that starts with Shadow, Nature and Mind mana. They have a unique hunting lodge that boosts the strength of all of their recon units. Along with their increased movement in forests this makes them the games most effective civ for capturing animals. Hunter rush has never been more effective, and their assassins can pick apart stacks of enemies.

    Veil of Night allows them to make all of their combat units Hidden Nationality, as you can imagine this doesn’t make the Svartalfar good neighbors. Add in Faeryl’s preference for the Council of Esus and its ability to not have the units bounced out of your borders when they declare war and you have a civ made for betrayal.

    They are one of the only civs to start with Shadow mana (along with the Calabim) which grants access to the following spells:

    Blur (rank 1, sorcery)- protects units in the casters stack from first strikes (sadly for the Ljosalfar archers)
    Hide (rank 2, sorcery)- Makes the caster invisible until they attack or cast a spell
    Shadowwalk (rank 3, sorcery)- grants units in the casters stack the ability to ignore terrain and building defense

    Summon Mistform (rank 2, summoning)- hidden nationality summon
    Summon Phantasm (rank 3, summoning)- invisible summon with fear

    But my favorite aspect of the Svartalfar is their hero, Alazkan the Assassin. He is a powerful elven assassin with the mirror ability. Mirror allows Alazkan to create an illusionary version of himself, it is identical in every way. Any promotions Alazkan has earned are shared by his duplicate. Every assassin needs a powerful summon to send in to warm up enemy stacks or scout into dangerous areas.

    The weakness of the Svartalfar is they have a hard time operating as a builder. To be successful they need to get out and start causing chaos, maximizing the use of their raider trait and keeping their neighbors down. This is largely because of their second weakness, poor defense. Where the Ljosalfar have archer bonuses and the amazing March of the Trees world spell the Svartalfar have few tricks for defending their lands. I expect them to be extremely powerful in the right hands, and a favorite of players that like sniping at and betraying their enemies, but some players may have to adapt their play style to keep from being crushed as them.
    Super

    Mfg Stopper

  11. #1391
    FFH2 Übersetzungsteam Avatar von Kontrollator
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    Zitat Zitat von Stopper Beitrag anzeigen
    Nun sind die Svaltalfars angekommen http://forums.civfanatics.com/showth...64#post6247664



    Super

    Mfg Stopper
    Übersetzen

    bitte bitte

  12. #1392
    FfH2-Shadow ist Klasse Avatar von Senfdüppen
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    ich kanns nicht mehr erwarten o.O..ich brauch es JETZT X(

    *freu*

  13. #1393
    ist auch mal Avatar von Tobbe
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    Die Sidar kommen! Man kann sich gar nicht entscheiden, was man alles neues testen will...aber ich glaube ich werde wohl mit den hier neu anfangen...


    Zitat von Kael

    The Svartalfar must get outside their borders to survive, must engage in battle (hopefully without declarations of war or diplomacy hits) and generally cause trouble. The Sidar are the opposite. Comfortable existing only within their borders they are self-sustaining ghosts who are the most dangerous when left alone for centuries to build and grow.

    The key unit of the Sidar is the Shade. Any Sidar unit that is level 6 or higher can retire and become one. A Shade doesn't have any fighting ability, these are the faint souls that have withdrawn from direct contact with the world for an eternal life of their new profession. As such a Shades can become a Merchant, Bard, Sage or Engineer specialist in any of the Sidar cities.

    But these specialists are more talented that those of other civilizations. All of their bards produce an additional culture, all of their engineers produce an additional hammer, all of their sages an additional research and their merchants an additional gold. This applies even if they are specialists created through non-Shade means.

    There are also wonders in "Shadow" that effect specialist production. Sandalphon's favorite is the Great Library, it causes all your Sages to produce +1 research. Likewise the Theatre of Dreams causes all of your bards to produce +1 culture and the Guild of Hammers (the same wonder that founds the guild) causes all your engineers to produce +1 hammer. The doubling wonders (Sylviens Perfect Lyre, Bazaar of Mammon and the Crown of Akharien) are equally powerful in the Sidars hands because they can focus so many specialists in one city. Wonders should be a big part of any Sidar players strategy.

    This isn’t to say that the Sidar are without their military strengths. They have an assassin unit called a Ghost which can cast the Hide spell. He can travel the world invisibly, only becoming visible when attacking. This is one of the few spells that can’t be cast after attacking, so an attack will at least leave the unit exposed for a turn before he disappears to the ether again.

    The Sidar hero, Rathus Denmora, shares the ghosts ability to disappear but also starts with the Nether Blade equipment. The Nether Blade gives Rathus (or anyone who kills him and takes it) +2 Death damage and +80% against other heroes. Making Rathus the perfect unit to hunt for other players heroes.

    Invisibility is also granted by the Sidar’s world spell, Into the Mist. With it all of the Sidar’s combat units become hidden. Making it easy to slip away from bad situations, or to move entire armies into place undetected. The Sidar may seem rare in their ancient cities, but you won’t really know how many there are, or where they are, until you declare war. Incidently in “Shadow” invisibile units still defend cities, so Giant Spiders are back to being great defenders and the Sidar’s world spell doesn’t make them sitting ducks.

    That’s the Sidar. We wanted to make a civilization that required a different play strategy and offer a new civ to aggressive players (the Svartalfar) and to builders in “Shadow”. Like the Clan of Embers and the Khazad I don’t think they will be that successful if they are played traditionally, but with the right plan they are very effective. In my last game I focused entirely on adepts to try to rush as many units as possible to level 6 to become specialists. I was worried the strategy may be too effective, but it seemed as effective as military rushes (getting the Crown of Akharien in my sage city did ensure I would always be the research leader). I haven’t tried a “Cardith of the Sidar” game yet. We don’t balance based on alternate leaders but it sounds completely broken.

    The major weakness of the Sidar is their inability to recover from the loss of one of their major cities. With the loss of a city they also loose the great people specialists that were created in that city by Shades, an undoing of their centuries of work. Also just because of their wonder focus Sidar players may find themselves spending a lot of time researching non-military techs that leaves their army lacking (this is what I did in my last game and I got crushed because of it), players will have to make sure to balance their incredible specialist economy with their more practical defensive needs.




  14. #1394
    Hey Baby...es gibt Reis Avatar von Thoros
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    Hilf mir auf die Sprünge...wer sind nochmal die Sidar?

    Edit: Lol ok ich habs gesehen ich Blinder

    Na toll...die Sidar hören sich auch toll an...und dabei hab ich noch
    nicht mal alle alten Völker durch! naja...mehr zum drauf freuen

  15. #1395
    FFH2 Übersetzungsteam Avatar von Kontrollator
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    Das changelog

    0.30

    Fixes:
    1. The AI now correctly values buildings that allow units to be produced.
    2. You can now create spider pens with spiders.
    3. The Dragons Horde unit is correctly spawned if the city with it is razed (this fix was obsoleted by the equipment system).
    4. Manes and Infernals are correctly produced when cities are razed.
    5. Lifesparks can now cast Heal.
    6. Mud Golems now defend themselves if attacked.
    7. Units can only trade Orthus's Axe once per turn.
    8. Removing features won't remove Yggdrasil or the Tomb of Sucellus.
    9. The AI now remembers event attitudes correctly.
    10. Only the Balseraphs can Cage slaves.
    11. Hall of Mirrors doesnt cause getVisibleEnemyDefender errors anymore.
    12. Betraying units dont clear stacks/cities if they jump to the wrong tile.
    13. Fixed a python error with the Earthquake spell.
    14. Fixed an error with no upkeep civics and the adaptive trait.
    15. Fatique isn't marked as requiring the unit to be fully healed.
    16. Cure Disease now works correctly.
    17. Fixed an error that caused Governors Manors to not retain their production bonus through save games (could also cause OOS's).
    18. Units killed with Prophecy Marks now decrease the AC correctly.
    19. Pirates are no longer treated as hidden nationality even after revealing their nationality.
    20. Fixed a Waiting on Civilization spinlock issue caused by hidden nationality units grouping with non-HN units.
    21. Players are no longer presented the option to switch to civics they can't adopt.
    22. Diseased and Plagued promotions will now be passed correctly in combat.
    23. Killing Hyborem or Basium correctly causes the player to lose all his traits.
    24. Removed the move requirement on missons (note to self: may cause ctd's, spinlocks and cranberring of the testicles).
    25. Added a block to keep the AI from disbanding heroes (or any unit that doesn't require military support).
    26. Immobile value and miscast chance on spells are being set correctly (formorly it was overwritten by the miscast chance and the miscast chance was never set).
    27. Religion specific improvement art is now displayed.
    28. Fixed an exception error in Vassal diplomacy.
    29. Fixed an error with Vassal's taking former player slots (from Bhruic's unofficial patch).
    30. Colonies have met all players the origional empire has (from Bhruic's unofficial patch).
    31. Colonies can't trade techs their origional empire couldn't if no tech brokering is on (from Bhruic's unofficial patch).
    32. Colonies get the origional empires world map (from Bhruic's unofficial patch).
    33. AI Players won't hate you for declaring war on their friend if they are also at war with them (from Bhruic's unofficial patch).
    34. Vassals can't be a players worst enemy (from Bhruic's unofficial patch).
    35. Fixed a warscript issue that could cause vassals to declare war apart from (or on) their masters.

    Additions/Removals:
    1. Added the Empyrean religion.
    2. Added the Council of Esus religion.
    3. Removed the Council of Esus wonder.
    4. Removed the Cult of the Dragon religion.
    5. Added the Cult of the Dragon guild.
    6. Added the Guild of Hammers guild.
    7. Added the Ratcatchers Guild guild.
    8. Added the Guild of the Nine guild.
    9. Added the Circle of Gaelan guild.
    10. Added the Aeron's Bounty guild.
    11. Added the Brotherhood of Wardens guild.
    12. Removed the Guild of Endeavors wonder.
    13. Added the Guild of Hammers wonder (founds the Guild of Hammers guild).
    14. Added the Guild of Hammers Spread event.
    15. Added the Aerons Chosen event (founds the aerons bounty guild).
    16. Added the Gurid unit (unique barbarian hero).
    17. Added the Margalard unit (unique barbarian hero).
    18. Added the Great Beast Gurid event (misc, a great beast has been spotted in the wilds).
    19. Added the Great Beast Margalard event (misc, a great beast has been spotted in the wilds).
    20. Added the Subdue Beasts promotion (allows beast capturing, learnable by recon heros).
    21. Added the Circle of Gaelan event chain (misc, found the circle of gaelen).
    22. Added the Cult found event (misc, founds the cult of the dragon).
    23. Added the Cult spread event (misc, spreads the cult to other cities).
    24. Added the Negative Cult events (cause disorder, reduce culture, sabotage production).
    25. Added the Whitefire spell (Sun 2, Divine, damages all untis within 1 range, extra damage to vampires).
    26. Added the Revelation spell (Sun 3, Sorcery, destroys all illusions and removes invisibility and hidden nationality from all enemy units).
    27. Added the Blinding Light spell (Sun 2, Sorcery, immobilizes all units within 1 tile, easily resistable).
    28. Added the Crown of Brillance spell (Sun 3, Divine, does damage every round to all surrounding enemy units).
    29. Added the Mezmerize Animal spell (Satyr ability, capures animals without combat).
    30. Renamed the current Satyr unit to the Fawn unit.
    31. Added the Satyr unit (Fawn upgrade).
    32. Added the Aurealis unit.
    33. Added the Summon Aurealis spell (Sun 3, Summoning).
    34. Added the Guild of the Nine mercenary events.
    35. Added the Brotherhood of Wardens spread event.
    36. Added the Mercenary event (Deal).
    37. Added the Mounted Mercenary unit (Hippus mercenary replacement, art by Chugginator).
    38. Added the Ecclesiastic unit (Empyrean Disciple).
    39. Added the Vicar unit (Empyrean Priest).
    40. Added the Luridus unit (Empyrean High Priest).
    41. Added the Temple of the Empyrean building.
    42. Added the Mary event (misc, experiments on a young girl show promise).
    43. Updated the Patron of Knowledge event (inspiration).
    44. Updated the Farm Bandits event (crime).
    45. Added the Overcouncil wonder (Empyrean only).
    46. Added the Undercouncil wonder (Council of Esus only).
    47. Removed the Twisted Spire wonder.
    48. Added the Pirate Harbor improvement (over time Pirate Coves will upgrade to Pirate Harbors).
    49. Added the Pirate Port improvement (over time Pirate Harbors will upgrade to Pirate Ports).
    50. Added the Adventure event (misc, your hero wants to invesitagte local ruins).
    51. Added the Jade Torc equipment (event reward).
    52. Added the Rod of Winds equipment (event reward).
    53. Added the Healing Salve equipment (event reward).
    54. Added the Alchemist event (deal, a traveling alchemist offers his services).
    55. Added the Enchanter event (deal, a traveling enchanter offers his services).
    56. Added the Leviathan unit (unique Barbarian hero).
    57. Added the Great Beast Leviathan event (misc, explorers have spotted a great beast in the seas).
    58. Added the Odio's Prison unique feature (boosts defense of all allied units within 3 tiles by 25%).
    59. Added game options to disable each of the religions.
    60. Added the Myconid unit (Khazad only, art by seZereth).
    61. Added the Spores ability (Myconid special ability).
    62. Added the Castle improvement (+25% defense, +10% defense to allied units within 2 tiles, +10% heal rate, upgrades to a citadel).
    63. Added the Citadel improvement (+40% defense, +15% defense to allied units within 3 tiles, +20% heal rate).
    64. Added the Mutate event (a unit has a chance to enter a chaos mana flare).
    65. Added the Revelry world spell (Balseraph only, starts a golden age).
    66. Added the Veil of Night world spell (Svartalfar only, all units gain Hidden Nationality).
    67. Added the Warcry promotion (grants units +1 movement, blitz, +1 strength and a 5% chance of wearing off each turn).
    68. Added the Warcry world spell (Hippus only, grants the Warcry promotion to all units).
    69. Added the Mother Lode world spell (Khazad only, grants 10 gold per mine) (loki).
    70. Added the March of the Trees world spell (Ljosalfar only, transforms all your empires forests into Treant for a few turns).
    71. Added the Divine Retribution world spell (Mercurians only, does damage to all demonic and undead units in the world).
    72. Added the Hyborems Whisper world spell (Infernal only, allows Hyborem to take control of an Ashen Veil city) (loki).
    73. Added the River of Blood world spell (Calabim only, all non-calabim cities get -2 population, calabim cities get +2 population).
    74. Added the For the Horde world spell (Clan of Embers only, 50% of converting each barbarian orc unit).
    75. Added the Birthright Regained ritual (allows the empire to reuse their world spell).
    76. Added the Wild Hunt world spell (Doviello only, creates a wolf for every combat unit, wolf strength is modified by the units strength).
    77. Added the Raging Seas world spell (Lanun only, does damage to all non-lanun units that are near to water).
    78. Added the Worldbreak world spell (Sheaim only, causes destruction in all non-sheaim lands based on the AC).
    79. Added the Sanctuary world spell (Elohim only, kicks all non-Elohim units from your lands and keeps them from entering for 30 turns).
    80. Added the Arcane Lacuna world spell (Amurite only, Amurite arcane units gain 1 xp per upgraded mana node in the world, returns all upgraded mana nodes to raw mana nodes).
    81. Added the Rally world spell (Bannor only, Create a Demagog in every city and on every Town Improvement, only usuable during a crusade).
    82. Added the End of Winter game option (the world starts frozen and gradually warms up to the normal terrain types).
    83. Added a game option to disable the thaw mechanic.
    84. Removed the Education civic option.
    85. Removed the Religious Discipline civic.
    86. Removed the Military Discipline civic.
    87. Removed the No School System civic.
    88. Added the Membership civic option.
    89. Added the Overcouncil civic (makes the player a member of the Overcouncil, only good or neutral players may join the Overcouncil).
    90. Added the Undercouncil civic (makes the player a member of the Undercouncil, only neutral or evil players may join the Undercouncil).
    91. Removed the Metal Casting tech.
    92. Removed the Pikeman unit (UU's preserved).
    93. Removed the Monarchy tech (combined with Feudalism).
    94. Removed the Alchemy tech.
    95. Removed the Golem Mastery tech.
    96. Removed the Copper Golem unit.
    97. Removed the Golem Workshop building.
    98. Removed the Thieves Guild building.
    99. Added a function to confirm the action before the player catss a global spell or a spell that will cause war.
    100. Added the Mirror spell (unit creates an illusionary duplicate of itself).
    101. Added the Alazkan the Assassin unit (Svartalfar hero, has the Mirror ability).
    102. Added the Impersonate Leader spell (allows the player to take control of another civ for a few turns).
    103. Added the Settlement mechanic.
    104. Removed the Dwarf Slaying promotion.
    105. Removed the Elf Slaying promotion.
    106. Removed the Orc Slaying promotion (raging barbs just got nastier).
    107. Added the Legends world spell (Kuriotates only, gives +300 culture in all your cities).
    108. Added the equipment mechanic.
    109. Added the Ardor world spell (Grigori only, resets the great people counter for that player).
    110. Added the Steal spell (only usable by Council of Esus worshipping Recon units, steals an equipment from another unit in the same tile, may cause war if detected).
    111. Added the Empty Bier equipment (+2 defensive strength, Donal Lugh starts with it).
    112. Added the Nether Blade as full equipment (+2 Death strength, +80% vs heros, Rathas starts with it).
    113. Added the Religious Fervor world spell (Malakim only, creates a priest in every city with your state religion, priests start with 1 xp per city with your state religion).
    114. Removed the Unquestioning Obedience tech.
    115. Removed the Patriarch mechanic (removed the patriarch promotion, become patriarch spell and call holy war spell) as those design aspects are better represented through the councils.
    116. Added the Mask spell (available to all recon council of esus units, hides the casters nationality).
    117. Added the Teutorix unit (Malakim hero).
    118. Added the Shadowwalk spell (Shadow 3, Sorcery, allows the unit to ignore building/terrain defense bonuses).
    119. Added the Blur spell (Shadow 1, Sorcery, makes the unit immune to first strikes).
    120. Added the Azer unit.
    121. Added the Summon Azer spell (Fire 1, Summon).
    122. Added the Sprawling mechanic.
    123. Added the No Death Mana, No Entropy Mana and No Shadow Mana Overcouncil vote options.
    124. Added the Develop Secret Codes Undercouncil vote option (Nikis-Knight).
    125. Added the Enlist the Nightwatch Undercouncil vote option.
    126. Added the Fund Dissidents Undercouncil vote option (Nikis-Knight).
    127. Added the Golden Hammer equipment (useable as a weapon, or can be given to a zitizen to make an engineer).
    128. Added the Gifts of Nantosuelta world spell (Luchuirp only, creates a Golden Hammer in each city).
    129. Added the No Unique Features game option.
    130. Added the Read the Grimoire spell (require the unit to be carrying the Infernal Grimoire, triggers a random spell, could kill the caster).
    131. Added the Shadowrider unit (Council of Esus national unit, art by Chugginator) (loki).
    132. Added the Spread the Council of Esus spell (all Council of Esus religious units can use it, costs 25gp and doesnt sacrifice the unit).
    133. Added the Ratha unit (Empyrean chariot that recieves a bonus vs recon units) (loki).
    134. Added the Nightwatch unit (Council of Esus archer unit with poison and the ability to upgrade to assassins and Shadowriders) (loki).
    135. Added the Jackpot event (economy, a citizen wins more than the local gambling house can afford to pay).
    136. Added the Carnival Star event (inspiration, a talented performer shows himself at your carnival).
    137. Added the Gambling Ring undercouncil vote (Gambling Houses production cost reduced by 75%) (loki).
    138. Added the Slave Trade undercouncil vote (Allows memebrs to buy and sell slaves) (loki).
    139. Added the Smuggling Ring undercouncil vote (Adds an additional trade route in all cities) (loki).
    140. Added the Buy Slave and Sell Slave abilities (only usable if the Slave Trade vote is enabled).
    141. Added the Open Borders undercouncil vote (loki).
    142. Added the Mistform unit (art by seZereth).
    143. Added the Summon Mistform spell (Shadow II, Summoning).
    144. Added the Wane spell (Sidar only, converts a unit of level 6 or higher into a Shade) (loki).
    145. Added the Shade unit (can be joined to a city as any sort of great specialist except for a great priest) (model art by C.Roland).
    146. Added the Theatre of Dreams wonder (+2 culture from all artists in your empire, boosts happiness).
    147. Added the Pillar of Chains wonder (generates hammers from unhappy workers, negates civic anger for the players team) (loki).
    148. Removed the Monument building (consolidated with the Obelisk).
    149. Added the Blaze spell (Fire I, sets a forest or jungle on fire).
    150. Added the Slave Escape event (misc, a slave dissapears).
    151. Added the Slave Revolt event (misc, slaves rise up against you).
    152. Added the Gela equipment (Unholy +2, Hyborem's trident).
    153. Added the Staff of Souls equipment (grants Death affinity, Barbatos starts with it).
    154. Removed the Arcane Golem unit.
    155. Removed the Shield Wall unitclass.
    156. Removed the Lames tech.
    157. Removed the Armorer building.
    158. Removed the Armament Molds building.
    159. The Flurry is now a Ljosalfar/Svartalfar UU.
    160. Removed the Celerity tech.
    161. Removed the Velox Workshop building.
    162. Removed the Heavy Crossbowman unitclass (combined with the crossbowman).
    162. Added the Crime Rate mechanic (buildings/guilds influence the cities crime rate, crime events prereq a certain crime rate in cities before they will trigger).
    163. Added a Dynamic Invisibily system (invisibility applied by promotions).
    164. Added the Hidden promotion (invisibility that lasts until the unit attacks).
    165. Added the Into the Mist world spell (Sidar only, all units become hidden).
    166. Added the Hide spell (Shadow 2, Sorcery).
    167. Added the Ghost unit (Sidar Assassin UU, with access to the Hide spell)
    168. Added the Ratcatchers Guild Removed event (crime, the Empyrean uncovers the members of the Ratcachers Guild).
    169. Added the Ashen Veil Deal Sallos event (deal, a demon lord wants you to train his rebelious daughter).
    170. Added a Gaelan hero unit (granted if you complete the reckless apprentice event chain and found the Circle of Gaelan).
    171. Added the Promote Settlement ability (to transform a settlement to a city).


    Balance Changes:
    1. Beastmasters start with the Subdue Beasts promotion.
    2. Moved the Scorch spell from Fire1 to Sun1.
    3. Moved the Summon Sand Lion spell from Fire1 to Sun1.
    4. Rangers can't move impassable anymore.
    5. Mercenaries lose Hidden Nationality and can no longer be built, they don't cause war weariness when killed.
    6. Mercenaries can be purchased in any city with the Guild of the Nine (recruit cost reduced from 240 to 120).
    7. Mercenaries can be sacrificed to add the Guild of the Nine to a city.
    8. The first person to research Currency founds the Guild of the Nine.
    9. Slaves can be forced to fight in the arena, if they win they become warriors.
    10. Typhoid Mary (renamed Mary Morbus) can no longer be built, instead she is gained through an event.
    11. Hidden Nationality units can't capture units or cities.
    12. Forest and Jungle defense reduced from +50% to +25%.
    13. New Forest defense reduced from +25% to +0%.
    14. The Orc promotion now gives +10% attacking into or defending in jungles.
    15. Forts reduced from +25% defense to +10%, they upgrade to Castles and give +5% defense to all units within 1 tile.
    16. Razing a city with an AC razing religion (the Ashen Veil) won't trigger a population raze AC penalty.
    17. When Treants die they leave new forests in their plots.
    18. The Council of Esus grants visibility into civs with the religion to the holy city owner.
    19. The Council of Esus can't be seen unless the player has it as their state religion.
    20. Moved the Apprenticeship civic to the Economy civic option.
    21. Moved the Scholarship civic to the Cultural Values civic option.
    22. Tower of Eyes moved from Astronomy to Optics.
    23. Mithril Working now requires Engineering.
    24. Removed the +1 Happiness from the God King civic.
    25. Republic civic maintenance reduced from High to Medium.
    26. Wrath Unleashed event applies the enraged promotion to units instead on instantly converting them to barbarians (use them or lose them).
    27. If you scrap units with a chance to become barbarian they become barbarians.
    28. Theocracy civic loses its unhappy from non-state religions and gains unlimited priests.
    29. Guilds civic allows unlimited Sages, Bards, Engineers and Merchants.
    30. Social Order civic grants military happiness.
    31. Crusade civic loses its GPP penalty.
    32. Agriculture civic increased from Low to Medium upkeep.
    33. Sacrifice the Weak civic unhealthy penalty increased from -2 to -4.
    34. Chalid moved to the Empyrean hero.
    35. Kael renamed to Gibbon and moved to the Council of Esus hero and given the Impersonate Leader ability.
    36. Burning Blood makes units immune to fear.
    37. The Sidar get +1 hammer from their Engineers, +1 culture from their Bards, +1 research from their Sages and +1 gold from their Merchants.
    38. Asylum's chance to make units produced in the city crazed is reduced from 25% to 10% and it no longer effects heroes.
    39. The Great Library gives +1 research to all sages in your empire.
    40. Sacrifice the Weak civic requires Infernal Pact instead of Corruption of Spirit and no longer allows population rushing.
    41. Open Borders moved back from Exploration to Cartography.
    42. Great Prophets can create all the holy city buildings as well as the secondary GP (easier on the AI and new players).
    43. Elves can build all improvements in forests (easier on the AI).
    44. Slavery civic is now useable by all evil players and does not have a religious requirement.
    45. Moved the +1 gold from towns and villages from currency to taxation.
    46. Chalid gives +1 votes on the Overcouncil.
    47. Made Crown of Akharien into equipment (stays the same in its wonder form, makes the unit immune to magic when worn by a unit).
    48. Made Sylivens Perfect Lyre into equipment.
    49. Made Infernal Grimoire into equipment.
    50. Made the Dragons Horde into equipment.
    51. Shock II, Formation II and Cover II reduced from +80% vs their given unitcombat to +40% (Nikis-Knight).
    52. Mary given 2 points of Poison strength (Nikis-Knight).
    53. Obelisks changed from +3 culture to +2 culture, loses its -1 gold and can no longer support an artist.
    54. The Grigori Palace gives +15% GPP growth.
    55. Carnivals can support 1 artist.
    56. Ancient Towers will upgrade to castles if they are worked.
    57. Reduced inflation on higher difficulty (above noble) levels.
    58. Macemen (ranmed to Champions) can upgrade to Paladins and Eidolons.
    59. Archers can upgrade to Horse Archers.
    60. Longbowmen can be upgraded to Crossbowmen, Arquebus and Marksman.
    61. Minimum level 6 to upgrade to Marksman units.
    62. Taxation requires Mathematics.
    63. Instead of granting +7 food Yggdrasil grants +3 food, +2 with Way of the Forests and +2 with Commune with Nature.
    64. Instead of granting +7 trade Dragon Bones grants +3 trade, +2 with Trade and +2 with Construction.
    65. Instead of granting +7 hammers Remnants of Patria grants +3 hammers, +2 with Education and +2 with Fuedalism.
    66. The Infernals don't need to be in the world to create the Mercurian Gate, tech prereq for the Gate moved back to Fanaticism.
    67. Dungeons no longer get 2 Unhappy from Liberty, removed the -20% maintenance from dungeons, reduced war weariness from dungeons from -50% to -25%, Dungeons reduce crime by 10%, moved the tech up form Feudalism to Masonry, reduced the cost from 200 to 160 (did anyone actuallt build dungeons before? yuck).
    68. The Festivals tech requires Calendar now.
    69. Invisible units will defend their teams cities (no more "woodelf defense").
    70. The Ratcatchers Guild headquarters will relocate to the maps city with the most crime and population.
    71. Blitz requires Military Strategy (previously it was Celerity) and Drill 4 (instead of Combat 5).
    72. Drill promotion line opened up for all all unit types (instead of just archers).
    73. Added the Hero promotion to Govannon.
    74. Govannon can train units how to cast Blaze and Blur.


    Cosmetic Changes:
    1. New darker terrain (by seZereth).
    2. New Malakim Warrior model (by seZereth).
    3. New darker Acheron skin (by seZereth).
    4. Added the Mana bar.
    5. New Puppeteer model (by seZereth).
    6. Leader help now shows the leaders alignment, hero and world spell.
    7. Renamed Morgoth to Sandalphon.
    8. Added a balloon popup when a hero is killed.
    9. New Empyrean and Council of Esus founding movies by Hexagonian.
    10. New Succubus art by seZereth.
    11. New Svartalfar warrior and scout art by seZereth.
    12. New Sidar Scout and Sidar Warrior art by C.Roland.
    13. New Balseraph Scout art by seZereth.
    14. Renamed Maceman to Champion.
    15. New Infernal Ranger, Mage and Horse Archer art by seZereth.
    16. Khazad vault status is now displayed with the gold total.
    17. New Freak art by seZereth.

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