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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


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