0.22 (unreleased, will break saves)
Additions
Order of knights - national wonder buildable by great general, +3 xp to mounted units
Squire promotion - trainable at order of knights, mounted units only, grants +25% to xp gained
Squire promotion removed at lvl 6, appropiate knight status gained (dependant on religion or civ if agnostic)
Added 9 knightly orders (promotions)
Once gained, order is till death. It sets unit religion to the right one. When religion changes to an opposite one (AV, OO and CoE vs RoK, Empyrean and Order, plus FoL vs AV and Order), unit has a chance to act on it's own or turn barbarian.
Minor leaders for most of the civs - playable, start with 2 traits plus minor (will change to another trait depending on players achievments - from minor leaders mod)
Most leaders come from scenarios, capped at 5 leaders total per civilization (but most have just one minor leader)
New minor leardes:
* Thudr (Doviello, neutral, arcane & spiritual)
* Volva (Luirchup, good, arcane, magic resistant)
* Vitnir (Khazad, neutral, spiritual, defensive, ingenious)
* Laggs (Lanun, neutral, aggresive, ingenious AND magic resistant)
* Prince Ivelleth (Ljosalfar, good, aggresive, organized)
* Lamalha (Kuriotates, good, arcane, financial)
* Khset (Mazatl, good, organized, defender)
* Maer (Mechanos, neutral, philosophical, agnostic, ingenious)
Engineering Corps, +3xp to siege (more to come)
Naval academy, +3xp to ships
Espionage advisor is back (not much to see there yet, but working on it...)
Espionage up and running (thanks Jabie!). All missions from BtS work, save the following:
* religion change - too powerfull in FfH: abandoment of heroes etc.
* civic change - same, controls councils, royal guard abandon
* destroy improvement - disabled till I block blowing up unique features...
Added ratchatchers guild headquaters - one per civ, req poisons, build by ratcatcher. grants +1 espionage point per city with ratcatchers in the world (yes, it benefits every player with the guild headquaters)
Ratcatcher - guild executive, recon unit, can spread guild and conduct espionage missions, req poisons tech and ratchatchers guild in the city, oner awarded to every player that researches poisons. have some combat abilities, can be upgraded to assassin...
Removals
Stewards of inequity guild
Shadowrider (abilities transfered to Shadow knights order)
Traits
Tolerant trait provides +25%
, but only when civilization is at peace
Lanun palace no longer provides extra food from water tiles
Added seafaring trait - +1 food from water tiles, +50% xp from naval battles
Lanun start with seafaring as a civ trait
Fallow trait reduces negative health from haunted lands from 0.5
to 0.2
Added jungledweller trait (mazatl civ trait) 0.3
from jungle, 0.5
from deep jungle (negative still apply, so it is 0.15
and 0.25
). Increases jungle spread chance
Added nomad trait (malakim civ trait) - 0.2
from flood plains (so 0.2
total)
Added minor trait - +25% maintenance, -25% (from notque's minor leaders mod, changed)
Bugfixes
Govannon can teach dimensional 1 (instant teleport to capitol of the entire army?)
Wild haven can be build only if any of animal buildings is present in the city
Academy training spell can only be cast by unitcombats valid for the promotion plus paladins, eidolons and paramanders
Cannons will no longer ignore bombard protection from buildings
Units can be gifted once more
Flood plains are no longer removed by building a city
Plenty of fixes from FF (blockades, hidden nationality grouping and more)
Animations fixes
Rebalancing
Kuriotate settlements are now normal cities (including maintenance), but get 1 tle radius, can't build projects & wonders, can't conscript & hurry
Deep jungle changed to -0.25 , jungle has a chance to upgrade to deep jungle if in mazatl territory, will not be removed outside mazatl territory
Roads in deep jungle have a chance to turn into trails (lower chance than roads in mazatl territory)
Greatly reduced collateral damage from archers (less in case of elven ones), adjusted ranged strength
Added Vehems tweaks to ranged combat - reduced damage on strong units, will grant some xp
Only one totem per unit, only for living units rule enforced (sorry Scions , but I think that does not really fit their flavour; it will also block golems etc.)
Shadows require CoE state religion
Ranged combat - bigger importance of unit strength, grants some xp
Withdrawal grants xp to both sides