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Version 1.32 Changelog: Fixes: * Fixed an issue in the scenario which caused Resoln to not have any yields * Fixed a crash that could happen in the create sovereign screen in a game within a game * Fixed a crash that could happen between turns * Fixed a crash that could happen when starting a new game within a game Version 1.30 Changelog: New Features: * Added the Majesty spell * Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!) Balance Updates: * Conclaves generate more Research but less Gold * Forts generate more Production but less Gold * Animal Husbandry gives +10 food per grain * Granary gives +35 food per grain instead of +25 * Mill gives +4 production per material instead of +3 * Slave Pen gives +4 production per material instead of +3 * Labor Guild gives +6 production per material instead of +5 * Refined Agriculture gives +10 food per grain instead of +5 * Overhauled the tile yield system, in general the crappy tiles no longer show up, the good tiles do >> and are more varied (no more oceans of tile yields, instead you see 5-6 spots with different yields) * Increased the base production per material from 6 to 8 * Towns people automatically destroy the Forge of the Overlord components when they're conquered to prevent >> them from falling into enemy hands * Champion Recruitment cost gets gradually more expensive based on the # of champions the player has * Tireless March can only be cast on one unit at a time * Blindness lowers the victims Accuracy by 25% instead of 50% Fixes: * Fixed the quest that reduced the occupation unrest penalty (bonus: modders can now modify any >> elementaldef attr) * Fixed the Blood Season event * Fixed an issue that caused Deorcnysse to not have any production or food * Fixed Shadow World to be castable anywhere * Fixed an issue keeping the Confusion spell from showing up as a spell * Fixed a gamesave corruption issue * Fixed crashes * Fixed an issue that can cause bounding boxes to get offset (ie: you click on one tile/unit and it selects >> a different tile) * Fixed an issue keeping the Cloak of Thorns spell from working * Fixed the Strange Noises quest to correctly give the wolf pups * Fixed a hang issue (game goes not responding) * Fixed an issue not allowing players to settle in the Ruins of the Imperium wildland (and therfor be >> unable to conquer it) * Fixed the Loner trait * Fixed an issue causing plague stalker lairs to look like empty tiles (this is why many people thought >> the asaq wildland was broken, there were other goodie huts you needed to clear but there was >> literally nothing in the tile displaying them or icon indicating they were there) AI: * AI is more aggressive about researching and completing the Spell of Making victory * AI more likely to value lumber improvements as production boosts * AI players now sell their loot to the item shop * Reduced AI valuing of various treaties to get rid of the "If you pay me 120 gildar I'll give you a >> trade agreement worth 1 gildar per turn" popups * AI is more likely to ask for peace in war based on larger strategic considerations (rather than a simple >> military might calculation) * AI is more likely to bribe a player (human or machine) to go after other players IF the other player >> already has poor relations * Modified AI relation weights * AI players will try to acquire mounted units more effectively on normal and higher difficulty level * Updated Diplomacy Relations system: Relations are no longer calculated. Instead, each turn, a player's >> opinion of another player is measured and then trickles into an overall bucket that results in >> relations slowly changing over time * AI interacts more with players * AI Sovereign does a better job of searching for a good place for its capital rather than relying on >> its starting tile * Only certain types of AI personalities will aggressively target the spell of making victory path * AI Sovereign and champions more insistant on having support units before going out into combat * AI is smarter about where and when it builds the various Forge of the Overlord components (more defensible) * Fixed glitch that caused the AI not to "see" certain tiles as being able to be settled on * Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!) UI: * We've add an indicator on the faction power panel when a player controls the towers for the spell of >> making victory (so players have an earlier indication that the AI is about to end the game) * Lots of good typo and desc fixes from TBS Gamer (Thanks!) Version 1.20 Changelog: Balance: * Reduced Wealthy from +800 Gildar to +500 Gildar * Ancient Temples are more common and they give +1 Research per turn instead of +1 Mana * Pastures gives +3% hit points to all your units instead of increasing the grains of the attached city * Increased the default players on small, medium and large maps slightly * Increased the labor costs of bows and ranged staves * Fruit Groves, Twilight Bees, Wild Game and Whild Grain are now more common * Increased the amount of resources spawned * Monsters still raze city but it no longer salts the land * Twilight Honey now provides a faction wide -2% to unrest * Gold deposits are more common but produce less gildar * Grain provies 25 food instead of 20 by default * Modified rarity of different world resources and their availability to have more variety * Goodie huts are slightly more common * Shards are slightly rarer * Default turn limit reduced to 800 (from 1000) * Blizzard can be cast in an area will hit your units (and it will damage them) * Pioneers cost 30 population when trained Fixes: * Fixed a bug where the hit point bar wouldn't update when the crushing blow ability was used * Fixed bug where AI units would sometimes get stuck (like watching while their city was taken over or >> not going out to get goodie huts or going after an easy kill unit) * Fixed bug where AI knowledge trading didn't always reduce tradeable knowledge * Fixed an issue keeping the Growth potion from increasing blunt damage * Fixed an issue where the Paragon spell could be cast indefinitly * Fixed an issue where units will now exit cities in the best way to reach their specified destination * Fixed crashes AI: * AI more intelligent about when and what it builds in its cities * AI evaluates whether it should be training archers/catapults/mounted units more effectively * Fixed but that caused AI to disproportionately choose the first level up perk (like Assassin) * AI more aggressive about getting to goodie huts UI: * Fixed glitch that caused the arrow cursor to show instead of the hour glass when the player dragged >> the map between turns * Reduced ground cover on terrain with the exception of deserts * Added an icon to all the Refined techs to indicate that they can be researched multiple times * Fixed lots of typos * Resource tooltip no longer lists the tech requirement if the player already has the tech * Removed references to techs unlocking quests in the tech descriptions This NFO File was rendered by NFOmation.net
Version 1.32 Changelog: Fixes: * Fixed an issue in the scenario which caused Resoln to not have any yields * Fixed a crash that could happen in the create sovereign screen in a game within a game * Fixed a crash that could happen between turns * Fixed a crash that could happen when starting a new game within a game Version 1.30 Changelog: New Features: * Added the Majesty spell * Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!) Balance Updates: * Conclaves generate more Research but less Gold * Forts generate more Production but less Gold * Animal Husbandry gives +10 food per grain * Granary gives +35 food per grain instead of +25 * Mill gives +4 production per material instead of +3 * Slave Pen gives +4 production per material instead of +3 * Labor Guild gives +6 production per material instead of +5 * Refined Agriculture gives +10 food per grain instead of +5 * Overhauled the tile yield system, in general the crappy tiles no longer show up, the good tiles do >> and are more varied (no more oceans of tile yields, instead you see 5-6 spots with different yields) * Increased the base production per material from 6 to 8 * Towns people automatically destroy the Forge of the Overlord components when they're conquered to prevent >> them from falling into enemy hands * Champion Recruitment cost gets gradually more expensive based on the # of champions the player has * Tireless March can only be cast on one unit at a time * Blindness lowers the victims Accuracy by 25% instead of 50% Fixes: * Fixed the quest that reduced the occupation unrest penalty (bonus: modders can now modify any >> elementaldef attr) * Fixed the Blood Season event * Fixed an issue that caused Deorcnysse to not have any production or food * Fixed Shadow World to be castable anywhere * Fixed an issue keeping the Confusion spell from showing up as a spell * Fixed a gamesave corruption issue * Fixed crashes * Fixed an issue that can cause bounding boxes to get offset (ie: you click on one tile/unit and it selects >> a different tile) * Fixed an issue keeping the Cloak of Thorns spell from working * Fixed the Strange Noises quest to correctly give the wolf pups * Fixed a hang issue (game goes not responding) * Fixed an issue not allowing players to settle in the Ruins of the Imperium wildland (and therfor be >> unable to conquer it) * Fixed the Loner trait * Fixed an issue causing plague stalker lairs to look like empty tiles (this is why many people thought >> the asaq wildland was broken, there were other goodie huts you needed to clear but there was >> literally nothing in the tile displaying them or icon indicating they were there) AI: * AI is more aggressive about researching and completing the Spell of Making victory * AI more likely to value lumber improvements as production boosts * AI players now sell their loot to the item shop * Reduced AI valuing of various treaties to get rid of the "If you pay me 120 gildar I'll give you a >> trade agreement worth 1 gildar per turn" popups * AI is more likely to ask for peace in war based on larger strategic considerations (rather than a simple >> military might calculation) * AI is more likely to bribe a player (human or machine) to go after other players IF the other player >> already has poor relations * Modified AI relation weights * AI players will try to acquire mounted units more effectively on normal and higher difficulty level * Updated Diplomacy Relations system: Relations are no longer calculated. Instead, each turn, a player's >> opinion of another player is measured and then trickles into an overall bucket that results in >> relations slowly changing over time * AI interacts more with players * AI Sovereign does a better job of searching for a good place for its capital rather than relying on >> its starting tile * Only certain types of AI personalities will aggressively target the spell of making victory path * AI Sovereign and champions more insistant on having support units before going out into combat * AI is smarter about where and when it builds the various Forge of the Overlord components (more defensible) * Fixed glitch that caused the AI not to "see" certain tiles as being able to be settled on * Added 115 new unit designs for the AI to use (designs from Kongdej, thanks!) UI: * We've add an indicator on the faction power panel when a player controls the towers for the spell of >> making victory (so players have an earlier indication that the AI is about to end the game) * Lots of good typo and desc fixes from TBS Gamer (Thanks!) Version 1.20 Changelog: Balance: * Reduced Wealthy from +800 Gildar to +500 Gildar * Ancient Temples are more common and they give +1 Research per turn instead of +1 Mana * Pastures gives +3% hit points to all your units instead of increasing the grains of the attached city * Increased the default players on small, medium and large maps slightly * Increased the labor costs of bows and ranged staves * Fruit Groves, Twilight Bees, Wild Game and Whild Grain are now more common * Increased the amount of resources spawned * Monsters still raze city but it no longer salts the land * Twilight Honey now provides a faction wide -2% to unrest * Gold deposits are more common but produce less gildar * Grain provies 25 food instead of 20 by default * Modified rarity of different world resources and their availability to have more variety * Goodie huts are slightly more common * Shards are slightly rarer * Default turn limit reduced to 800 (from 1000) * Blizzard can be cast in an area will hit your units (and it will damage them) * Pioneers cost 30 population when trained Fixes: * Fixed a bug where the hit point bar wouldn't update when the crushing blow ability was used * Fixed bug where AI units would sometimes get stuck (like watching while their city was taken over or >> not going out to get goodie huts or going after an easy kill unit) * Fixed bug where AI knowledge trading didn't always reduce tradeable knowledge * Fixed an issue keeping the Growth potion from increasing blunt damage * Fixed an issue where the Paragon spell could be cast indefinitly * Fixed an issue where units will now exit cities in the best way to reach their specified destination * Fixed crashes AI: * AI more intelligent about when and what it builds in its cities * AI evaluates whether it should be training archers/catapults/mounted units more effectively * Fixed but that caused AI to disproportionately choose the first level up perk (like Assassin) * AI more aggressive about getting to goodie huts UI: * Fixed glitch that caused the arrow cursor to show instead of the hour glass when the player dragged >> the map between turns * Reduced ground cover on terrain with the exception of deserts * Added an icon to all the Refined techs to indicate that they can be researched multiple times * Fixed lots of typos * Resource tooltip no longer lists the tech requirement if the player already has the tech * Removed references to techs unlocking quests in the tech descriptions This NFO File was rendered by NFOmation.net