Hola de nuevo Maska![]()
Muy interesante el changelog, parece que han modificado seriamente a los D'Tesh aparte de 1 trillón de cosas más.
Aquí tienen la primera parte, los cambios en los animales y en las civs, todavía quedaría los cambios en el motor de juego. Cuidado que es un tocho inmenso en inglés, de casi 20000 carácteres
Animals
Only listing overviews. Check the pedia for full stats.
-Bears – Strong but slow
-Boars – Strong
-Cats – Sneaky. All cats are invisible (seen by scouts), though they lose this for one turn after combat
-Drakes – Typed Damage (based on Drake type), Flying, Breath Attacks. Mid game spawns.
-Gorillas – Ranged
-Griffons – Weak, Withdrawal
-Raptors – Fast, Jungle Bonuses
-Scorpions – Strong, Poison Strength + Effect, new Racials
-Gained 5 new racials, ala the Spider racials. Each racial has new art.
-Glacialis – Ice Bonuses
-Mortalitas – Poison Bonuses (including a stronger Poison Effect, Crippling Poison)
-Videlicet – Desert Bonuses
-Aequor – Water Bonuses (Same as the Spider)
-Rutila – Hill Bonuses, Burrow ability
-Spiders – Strong, Invisible, Poison Strength
-Stags – Defensive Only, Divine
-Wolves – Default Animal (2 2 -> 4 2 -> 62
-Elephant/Mammoth – Very Strong, Slow, Rare, Defensive Only
-Wyrm – Strong early, average later. Fear. Rare.
-Aquatic – Fast + Strong, are not replaced by their upgrades (all forms continue to spawn)
-Each animal lineage (which excludes Wyrms and Aquatic animals) possess a single Blood promotion; The animal can be sacrificed to grant this promo to recon units.
-Animals gain universal maluses to city attack. Doviello/Archos are exempt to some of this, for specific animals.
-Animals no longer upgrade. Period. That wolf you captured shall remain a wolf forever. This is even true of the Doviello. The one exception would be the ----Archosian spiders/scorpions, and that may be removed (requires a set capital size, rather than unit level or tech)
-Animals may not create their own lairs.
-Many animal lairs removed; Only basic lairs remain.
Civ Changes
Archos
Now able to spawn Scorpions, as well as Spiders.
Archos spawn function overhauled
Split into doTurnArchos and doChanceArchos; Visual counter added to main screen, for both species.
Specific Nest Population (NP) requirements changed slightly.
4 NP – Baby Spiders, Scorpions
8 NP – Spiders, Scorpion Swarms
12 NP – Giant Spiders, Giant Scorpions
16 NP – Strong promo
Desert-based cities now affect just the Scorpion spawn odds; All other cities affect Spiders.
Number of hills in the vicinity of the Nest affects Scorpion spawn odds.
Spiderkin spawn bonus affects only spiders. There will be another, scorpion-focused leader.
Only one unit may spawn each turn, and spiders have preferential treatment.
All spider ‘racials’ now selectable by all spider forms, art applied correctly
Scorpions gain their own racials; Check the animal section for more info.
HN Animal units now display the Animal flag, rather than the Barb flag
All Archosian spiders (but not scorpions) are Hidden Nationality. Standard spiders are not.
Bannor
Gain access to the Production Overflow mechanic.
Clan
The ‘Boss’ unit has been expanded to the Big Boss and War Boss, all on the Recon path.
The Clan gain the ‘Priest of Bhall’ druid UU. This unit does not require Neutral Alignment, and gains access to Fire spells rather than Nature. Also has a combat bonus vs Animals and Disciples, rather than Animals and Beasts.
The Warrens python effect has been removed. It is now known as the ‘Agoge’ (Term used for the creche Spartan children were sent to; Has a Patrian ring to it, which is fitting for fallen Bannor, and fits the idea) and increases military production by 40%.
The Clan now have the ‘Horde’ civ trait, granting the Production Overflow mechanic. Plays quite well with the Agoge.
Doviello
Doviello spawn function moved to CustomFunctions, split into doCityTurnDoviello, doChanceAnimalSpawn, doAnimalListDoviello. Visual counter for the Capital’s spawn odds added to the main screen, counter for each city visible in it’s city screen.
Doviello spawn function changed massively.
New animals: Will list them as Animal – Techpath that unlocks it
Wolves – Recon
Bears – Melee
Boar – Siege
Gorilla – Archer
Griffin – Mounted
Elk – Divine
Pack spells removed
World Spell redone
Each unit you own gives a chance (Spawn chance of the Den (capital) + 25%) for an animal to spawn in the Den
List of animals is compiled using doAnimalListDoviello
‘Mark of’ promotions removed; Switched over to using the ‘Blood’ promotions instead. These will be granted by the Animal Dens to units built in the city, as with the old Mark promotions.
New state names for the Council of the Wilds civic, thanks to KillerClowns:
Good – Brotherhood of the [CIVNAME] Wildmen
Neutral – [LEADERNAME]’s Blood Brothers
Evil – [LEADERNAME]’s Pack
FoL – [LEADERNAME]’s Huntsmen
Mezmerize Animal may be cast by all Doviello recon level 5 and higher.
D’tesh
D’tesh are now subject to a city cap.
Cap has been tested, method exposed to python. Slaves may now only add to the city if the current population level is below the cap… Even trying to add a stack at once does not work, fills the city to the cap and the rest just sit there. Cap is displayed when you mouse over the city.
Civ trait is now Undying; Same as fallow, with addition of an initial cap of 6 population and -50% :gpp:
All D’teshi UB’s influence cap.
Palace – +12
Eternal Council – +2
Temple of D’tesh – +2
Binding Stones – +4
Halls of D’tesh – +6
Morgue – +2
Tower of D’tesh (New) – +12
New building, Tower of D’tesh. Not technically new, brought back from one of the earliest versions of the civ.
Requires Arcane Lore
250
Changes city radius to +3 (Just like the palace; This allows all your cities to eventually reach that size, which helps when you are limited in number of cities)
+1%
+12 City Pop Cap.
D’tesh are now limited in number of cities
New unit, Vessel of D’tesh.
Replaces Settler
180
Double Production for Arcane leaders (instead of Expansive)
Limited to 4
Cities count towards the limit
Can’t actually do a true UU, as it needs it’s own unitclass in order to be limited; Only real Settler you’ll get is the first one, though, like with the Scions.
Improvement Changes
Mausoleum – Fort replacement. Three levels (Lesser/ /Greater). Only listing stats that change from the standard fort line, here.
Basically, easier to control territory with forts but less defensible. Sacrifice units to your Fort Commanders ASAP.
Lesser Mausoleum
Upgrade time reduced to 10, from 20.
All defensive bonuses removed.
Cultural Control Range increased to 1
Mausoleum
Upgrade time reduced to 20, from 40.
Defense modifier reduced to 10, from 25.
Defense modifier of 5 up to 1 tile away, decreased from 10 up to 2 tiles away.
Cultural Control Range increased to 2.
Cultural Control Strength and Center Bonus increased to 2.
Greater Mausoleum
Upgrade time reduced to 30, from 60.
Defense modifier reduced to 20, from 40.
Defense modifier of 10 up to 2 tile away, decreased from 15 up to 3 tiles away.
Cultural Control Range increased to 3.
Cultural Control Strength and Center Bonus increased to 4, from 2.
New “Pyre” improvement
Buildable on Kelp/Kelp Forest
Buildable on any organic resource (all sea resources)
Removes Kelp/Kelp Forest/Reefs when built
Slightly different art from the land version, same name.
New “Funeral Barge” Work Boat UU.
Can build Pyre
Capturing a city reduces it’s pop by 1/3.
Razing a city generates a new Vessel unit.
D’teshi Commanders (Fort Commander UU) now have access to the Corrupt Fort spell.
May be cast in any fort, other than the D’teshi unique line.
Converts the improvement to a Lesser Mausoleum, fort equivalent for the D’tesh.
Basically, cheap way for me to accommodate the “Field Fortifications” spell, without a load of new promotions. As a side benefit, you can convert captured forts as well.
Unit line changes
Recon
Will no longer be permanently invisible. There will be a period after attacking where they are visible; Under Thanatos, this will be 1 turn. Otherwise, 3.
Handled via a total of 3 new promotions; Very lightweight system.
Arcane
No D’teshi arcane unit gains free xp, instead they gain higher attack strength.
This is to encourage using them as your attacking force; Keeping them at home is now useless.
Specific Unit Stats
Binder – 3
Chosen – 4
Council of Four – 5
Special for D’tesh
When playing D’tesh, arcane units gain the “Necromantically Empowered” promotion. This has no direct benefits; Instead, it allows the unit to cast the “Dark Empowerment” spell.
Dark Empowerment
Requires a Melee unit in the stack
Caster may not have the “Dark Empowerment” promotion
Kills the weakest Melee unit in the stack (actual combat strength, and weighted by certain promos; Function by Odalrick, been in for a while, had not been used. Modified it to be able to search for a specific unitcombat)
Caster gains the “Dark Empowerment” promotion
Dark Empowerment (Promotion)
+100% xp from combat
+1 xp from combat
+25% Attack Strength (Defense unaffected)
Wears off in 10 turns
Disciple
Watcher
Disciple Unitcombat
1/3
1
25
+25% City Defense
20% chance to generate a Slave
D’tesh now start with one of these, rather than a warrior.
Sentinel
Disciple Unitcombat
2/4
1
60
+25% City Defense
+25% chance to generate a Slave
Requires Bronze Working
Requires Barracks
Death’s Head
Disciple Unitcombat
4/6
1
140
+25% City Defense
+30% chance to generate a Slave
Does not obsolete
Requires Iron Working
Requires Barracks
Hand of D’tesh
Disciple Unitcombat
National Unit (4 Allowed)
10/12
This needs testing, may need toning down.
1
260
+25% City Defense
40% chance to generate a Slave
Requires Mithril Working
Requires Weaponsmith
Vanedis
Defender/Spiritual
Lore
D’tesh’s oldest friend, from before he found the Opalus Mortus.
Is a former Amurite as a result (as most of the stronger D’teshi mages are)
Is the leader of the strongest Council of Four
Special
Vanedis focuses on the new unitline, same way Thanatos focuses on Recon and D’tesh on Arcane.
At level 5, these units are able to choose from 3 formations; These are free, and can be swapped at any time.
These promotions are named for the other members of Vanedis’ council.
Fist of Orn
+50% City Attack
-25% City Defense
-1 Defense Strength
Shield of Ramne
+2 Defense Strength
-2 Attack Strength
Grasp of Karn
+15% chance to generate a Slave
-10% Strength
New “Defile Crypt” spell.
Can be cast by any Arcane unit.
Can only be cast in your own borders, within the workable radius of a city. Spamming them around forts won’t work.
Converts the improvement to a ‘Defiled Crypt’
Permanent, cannot be razed.
Harvests all resources the standard Crypt does, but does NOT grant bonus yields to the resource.
Grants no innate yields.
Basically, yield on the plot is reduced to that of the base terrain and resource. Improvement adds nothing.
Spawns a Slave unit.
This spell is meant to be an absolute last resort, and is very costly as a result.
D’teshi Affinity
This effect is acquired automatically by all non-civilian D’teshi Units.
Mousing over the D’teshi Affinity promotion will display the exact effects for the unit, and will update whenever the effects change.
Death Mana
+10% strength
Shadow Mana
+1 First Strike Chance
Every 5 grants one standard First Strike
Entropy Mana
Chance after combat to temporarily create Wastelands
Chance equal to (NumEntropy * 5), effects both your own plot and the enemy’s plot.
Effect lasts 10 turns on your plot, 5 on the enemy’s.
Infused Ash
+1% chance to generate a Slave.
Low effect, but if doing it anyway I’d like to have Ash be useful beyond just a commerce boost for the city.
D’tesh now correctly have unique event choices for the Sick City and Scale of Arawn events.
D’tesh the Hero now has new unit art.
Frozen have been updated to the latest version, and are far more balanced.
Grigori
New Pagan Temple UB, from Orbis: Dagda’s Memorial.
+10%
Museum is now it’s own building class, comes at Education rather than Mysticism
New ‘Citizen’s Forum’ building
Requires Code of Laws, Writing
180
Double production for Philosophical leaders
-25% Maintenance
Allows ‘Statesman’ specialists in the city to affect the Adventurer counter
New ‘Homestead’ improvement
Requires Grigori
Upgrades from Farm/Pasture
Provides 2
Can work all farm resources, all pasture resources
Gains 1
New ‘Statesman’ specialist
Grigori only
1gold, 1culture
With the ‘Legislative Assembly’, adds 0.33 to the Adventurer counter
Memorial of the Refugee mechanic added to the Grigori
Large mechanic; Should be interesting to test.
Memorial of the Refugee National Wonder
Req. Code of Laws
350
+1
+3
+10%
+10% Defense
+2 xp
Can turn 1 citizen into a Statesman
Allows Refugees to spawn in the city at a 4% chance
Refugee
Essentially a weak Adventurer
1
Upgrades to Warrior, Scout, Adept, Medic, Settler
Can be used to add one pop, provided you are not at the happy cap
50% chance of receiving a random racial promotion
Currently allowed racials: Fallen Angel, Dwarf, Elf, Dark Elf, Orc, Musteval, Lizardman, Goblin, Centaur
10% chance of receiving Hero and a randomly generated name
This gives a small (0.4%, 0.6% at max) chance of getting a free adventurer unit, with a random racial (and art to go with it, typically) and name.
The name is generated the same way Big Bad barb names are; Ran several dozen of these, and they tend to be nicely done. Names are influenced by alignment and religion.
Can build a Dwelling of Refuge.
Dwelling of Refuge
+10%
+10%
+2% Refugee chance
+1 to Adventurer Counter
Adventurers are free to upgrade to the Grigori Medic unit, which can then upgrade to the Luonnotar.
Jotnar
Jotnar Giant spawn function moved to CustomFunctions, split into doCityTurnJotnar and doGiantSpawnChance, and visual counter added to the main screen
Kahdi
The Kahdi civ has been removed.
Kahd event for the Amurites added.
Requires Sorcery, Amurites, non-capital city.
Can only fire in 1/3rd of all games, but will fire immediately if it is available.
Currently only three choices (fourth to be added after Field Marshals are added)
Take care of him. Now.
20% chance for nothing to happen; Kahd is captured.
30% chance for hurry anger in the city; Kahd is captured, but the populace sympathizes with him.
40% chance for Kahd to take over the city, spawn as a hero (with Mammon WS effects), spawn a Gate and the Monument of Avarice, a small army of summons (~10 units, Thades and Psions), and declare war.
10% chance for Kahd to take over the city and all others (excluding the capital) within 4 tile radius, spawns as a hero (again, Mammon effects), spawn Gate and Avarice, a small army of units in each city claimed, and declare war.
This is the ‘Big Bad’ option; Considering having it allow you to take over the new ‘Kahdi’ (Amurite, actually) empire.
Allow him the freedom that he requires.
Kahd takes the city, spawns as a hero (Oghma spell effects), weaker summons (Thades and Gnoslings), and a Gate.
70% chance for Kahd to become your vassal.
30% chance for Kahd to become your teammate.
Allow him the freedom that he requires, but maintain control of the situation.
City remains under your control, gains a Gate, but also gains the “Kahd’s Project” building; Reduces Hammers and Commerce in the city by 75%.
Khazad
now gets +1 food with all the Dwarven Improvements line
Kuriotates
Lamia art added. Simply a replacement artstyle.
Lanun
Pirate Ports are correctly only 3 tiles from each other, not 4.
Malakim
No longer build roads in Desert, and can instead trade on it as if it was Desert.
New Camel Rider art
Mazatl
Coatlann is now a Quetzel; Unit art, name, popup art, and text has been modified to take this into account.
Worldspell still creates the Wyvern Monastery; However, the Monastery now allows the construction of up to 9 str 12 Wyverns.
No longer Agnostic
Temple of Omorr and Kalshekk were already UB’s for Empy and RoK respectively; Yields adjusted slightly to match, religions now required to build them.
Priests of Omorr and Kalshekk now replace Empy and RoK priests, stats adjusted. High Priest variants added, still have access to their unique spells.
All religions have lizard artwork for Disciple, Priest, and High Priest units.
Basically, while you’d want Empy (Lugus is closest to Oghma) or RoK (Kalshekk is Kilmorph), you are now free to adopt other religions if you so choose.
Mechanos
Ordo Machinarum removed
Boris (non-Mechanos Machinarum hero) removed
Mortar removed
Steamtank moved to become a Mechanos UU
Clocktower back to Mechanos UB
Steamworks is once again the worldspell; more on this later.
All stats adjusted where necessary.
Steam Power (required Ordo) is now Mechanos only.
Former Machinarum spells (all Adeptus spells) still work: They just require Divine and Mechanos, all other reqs remain the same. No affect for the player, basically.
Dirigible Fleet now uses zeppelin art, only caries 7 cargo
Blimp and Zeppelin are now the Thopter and Aquilan Thopter, respectively.
Lenora uses Aquilan Thopter art.
Worldspell is back to Steamworks; Creates the Steamworks building (yields boosted) in the city it is cast in, and grants research based on the number of Mills in your empire (Wattermill, Lumbermill, Windmill)
Pillar of Creation (old worldspell) removed
Mechanos affinity nerfed
Only 5% damage limit, rather than 10
Requires 2 Refined Mana for each instance of the Affinity promo.
Exact effects will be displayed when you mouse over the promotion.
Scions
Unhealthy Discontent adjusted for the new unhealth values.
Sheaim
Planar Gate (Sheaim) function moved to CustomFunctions, split into doCityTurnPlanarGate, doPlanarGateChance, doListPlanarGate. Visual counter added to main screen.
Planar Gate spawn odds now take hell terrain in the vicinity of the city into account.
Chaos Marauders start Mutated
Burning Eye unit (Gate Summon) added:
Spawns with just the Planar Gate
Fireball replacement
Can see invisible land units
Suicides after attack
1
3 Air Range
4 Air Combat
Can kill with ranged attacks.
Causes collateral damage
Can bombard
Starts with Flying, Sentry, and Sentry 2
Duskbringer unit (Warrior UU) added:
Arcane unitcombat, not melee.
Sheaim have no melee units, aside from Pyre Zombies
Upgrades to an Adept or a Disciple of any religion
1
1
Starts with Channeling 1, Death 1.
Never goes obsolete.
Spell “Ignite Pyre” added
Requires Sheaim, Bronzeworking.
Creates a Pyre Zombie, removes one population from the city.
AI will only cast the spell if an enemy unit is within 2 plots of the city
Spell “Burning Eye” added
Sheaim only Fire2 replacement.
Creates a temporary Burning Eye rather than Fireball.
Can build Barracks/Artisans Workshop.
Planar Gate moved to Mysticism, dropped to 60
Palace provides Dimensional, Death, Chaos, rather than Death, Fire, Chaos
Sidar
Mist Mechanic
Mist requires a certain amount of perception to pass through.
New “Hide City” cityspell.
Creates mist around city, causing it to spread out from the city (in a completely predictable, plannable timeframe; Always the same)
Creates “Hidden City” building which reduces workable radius, trade routes, etc
Requires Knowledge of the Ether
New “Clear mist” cityspell.
Removes the mist around a city.
Moves out from the city, just as Hide City.
New Air 1 spell, “Gust of Wind”
Temporarily removes mist around the caster.
New Sun 1 spell, “Illuminating Light”





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