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Erebus in the Balance v12 Released!

Erebus in the Balance: Version 12

[Image: BannerSmall.jpg]

Download here.

Note: This installer installs both the v12 file (named appropriately) and a "dummy" EitB file containing the content necessary to allow the other files to work. No renaming will be necessary, however, if this is your first time downloading, then make sure you don't select the "Erebus in the Balance" option as a mod, as it will not have the necessary files to download effectively. (Instead, you should select "Erebus in the Balance v12".)

The changelog broken down by versions can be found here. I am currently working on a "true" Cumulative Changelog.

Version 12 Changelog:

Balance Changes:
• Military State: Moves back to Military Strategy (from Warfare).
• Conquest Civic: Moves back to Warfare (from Education).
• Planar Gate: Cost reduced from 200->100h
• Pallens Engine: Cost reduced from 180->120h
• Alduria Chambers: Cost reduced from 180->120h
• Reliquary gains a priest slot.
• Wane requires level 5 (not 6)
• Queen of the Line 9->16str
• Airship divorced from Queen of the Line, Kuriotates can build both
• Abashi gains the hero promotion
• Drifa gains the hero promotion
• Eurabatres gains the hero promotion
- Reliquary cost changed from 60h->45h
• Lairs:
- Any military unit can explore Graveyards and Shipwrecks. (No Workboats!)
- Only Level 2+ units can explore Barrows and Ruins. (2XP minimum)
- Only Level 3+ units can explore Goblin Forts and Dungeons. (4/5XP minimum)
- Only Level 4+ units can explore Unique Features. (8/10XP minimum)
- Epic Lairs take 3 turns to explore, all other lairs take 1 turn to explore (exploration triggers at start of next turn
• Naval Promotions:
- Longshoreman now loses one combat (instead of one cargo)
- Buccaneers now loses one cargo (instead of one move)
- Skeleton Crew now loses one combat, gains two cargo
• Sidar Palace gives +1g to priests
• Warrens give +10% maintenance
• Dragon’s Hoard gives +2cpt, +100% cpt, +10gpt, Gems, Gold, and Mithril (and Enchanted Blade)
• Creative gains +100% speed Public Baths
• Workshops receive +1h base, lose +1h at Guilds
• Forts, citadels and castles act as cities (allowing them to be used for lakes and so on)
• Pact of Nilhorn price reduced to 250h base (167h quick)
• Caste System gains low upkeep, +1g per specialist, loses +1b per specialist.
• Tolerant Trait gains March (temp fix)
• Foreign Trade loses +1 trade route coastal; gains +50% trade-route yield.
• Planar Gate Units are now Sheaim Unique Units
• Monks gain Drill 1, Mobility 2, lose 2 base moves
• Monks can now upgrade to all Priests
• Favored promotion is now open to all unit classes (is not lost on upgrading)
• Fix First Turn bug
• Order units spawn with chance 100%
• Windmills now require construction (instead of engineering)
• Number of turns between revolts reduced to 8 (so two can be fit in Gold Age)
• Triremes have +50% vs. Galleys
• Elephants go to 60h (still unbuildable, but cost to upgrade to WE is reduced substantially)
• Naval units gain +50% vs. Disciple units Cultists(Mod Notes: hard-coded in.)
• Calabim can build Elder Council's if they have the Philisophical trait
• Aristocracy gives -20% distance maintenance (from -40%)
• Forts available at Masonry
• New Improvement: Bannor Town. Means that Bannor now don’t lose economically from spawning Demagogs
• Chance of Demagog spawning goes from 20%->100%; time to upgrade from Bannor Town to Town adjusted accordingly
• Loyalty Spell now removes Burning Blood promotion, and vice versa
• Added a disclaimer to the Human Hyborem/Basium options saying they don't work
• Shadowriders are now Horse Rider replacements with +1 Poison Strength, Hidden Nationality, Causes Collateral Damage (max 30%), cost 180h
• Nightwatch now have 3/2 Strength, 2 Poison Strength, require Archery (instead of Bowyers), and Guardsman/Marksman promotions (in addition to current stats
• Extort spell now requires Shadow III

Civilopedia Changes:
• Summer Palace: Pedia Background and Strategy Entries updated/filled in.
• Winter Palace: Pedia Background and Strategy Entries updated/filled in.
• Form of the Titan: Pedia Background and Strategy Entries updated/filled in.
• Boar Rider: Pedia Background and Strategy Entries updated/filled in.
• Ljosalfar Palace: Pedia Background Entry updated/filled in.
• Added new Bannor Town pedia entries
• General Palace: Strategy entry created/filled.
• Tax Office: Pedia Background and Strategy Entries updated/filled in.
• Rivanna The Wraith Lord: Pedia Background Entry updated/filled in.
• Dwarven Slinger: Pedia Background Entry updated/filled in.
• Stonewarden: Pedia Background Entry updated/filled in.


Please use this thread to report any bugs or issues you come across. I have implemented every change planned for this version, although once again ( frown ) I shied away from altering the dll to roll in the Adventurer Counter, Khazad Vault UI, Non-Core Game Events Option and Team Tower changes.

Have fun! smile

Current Known Issues:
  • The UI for the turn number is annoyingly set up so it displays twice at the top of the screen (and in some other places). This is annoying, but necessary to fix some of the bugs that cropped up in previous versions
  • The Khazad Vaults display a different number in the main screen
  • Some AI spawn with Elephants as defenders

Edit with v12.1 changes:
  • If you don't have a copy of Erebus in the Balance v12 installed already, follow the instructions up-thread / here here first.
  • Otherwise, you can find the updated XML here. Just paste this over your XML file, in BTS/Mods/Erebus in the Balance v12/Assets.

• Elven workrate goes to -10%

• Balseraph Worldspell goes to normal length golden age (from double length)

• Warrens have -1gpt (I believe they already had this)

• Puppets have 0 str (from 2)

• Foreign Trade has +10% trade commerce (from 25%)

• Governor's Manor goes back to Code of Laws (from Mathematics)
  •  Note: the proposed changes to re-combine Governor's Manors with Courthouses have not been made
• Pirate port and Pirate harbour lose +1c each (so they are +2/2/3 and +1/1/2)

• Stasis worldspell loses golden age

• Mobius Witches no longer buildable

• Destroy undead now does up to 60% damage to undead units (from 30%)

• New civic, Bannor state: +50% improvement growth. Membership civic (so it competes with Overcouncil and Undercouncil)

• Guardsman (Bannor Civilisation trait for Melee units) now gives +15% strength

• Drown->60h (from 90h)

• Axemen/Swordsmen/Sons of Asena/Wood Golem ->50h
  • Note Moroi/Pyre Zombies remain at 60h
  • Note Fawns remain unchanged
• Radiant Guards ->75h (from 90h)

• Diseased Corpses ->75h (from 90h)

• Soldiers of Kilmorph ->75h (from 90h), hurry amount ->37h (from 45h)

• Warriors/Bloodpet/Beastmen lose Bronze Weapons

• Soldier of Kilmorph and Paramander swap art assets (this is a EMM aesthetic change I'm fond of)


Some points on why these changes were made:
  • I wanted to try the tier 2 fixes, and gauge reaction to them, especially as there wasn't much in the thread. I felt that the slight cost differential of the Drown matches closely to the role that Moroi and Pyre's play as axemen+, whilst the other units have more significant gimmicks.
  • Bannor changes - I tried to do something that would fit their economy and their strength, without breaking them. Note that if they ever go for Overcouncil they have to leave Bannor State behind.
  • I felt that the Governor's mansion would still leave the Vampires militarily weak as they were before, but able to access their key toys a little easier.
  • In other areas, I went for middle-of-the-road changes in general, e.g. to Foreign Trade and Revelry.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Now available at Moddb smile
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Looks good! I'll be sure to check it out.

Reading the changelog: the instant Demagogs from Towns really weakens the Bannor Worldspell. You still get a Demagog per city, but you need Fanaticism and Crusade civic - whereas Malakim, for example, get a free Priest per city and only need a state religion and Priesthood. A small buff wouldn't be out of line - a free Great Commander, maybe? Or you could rework the Worldspell entirely: all Cottages, Hamlets, and Villages (but not Bannor Towns) are upgraded one level, requires a state religion and must be at war.

Oh, and if you're still looking for another name for "Bannor Town" - how about Stronghold? Bastion?
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I like Bastion. smile


Good idea for the Bannor worldspell. Disagree that it weakens them overall, though - they still get a Demagog per town, as they would if you waited for the worldspell to catch up, now you just get it faster.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(July 14th, 2015, 20:15)Qgqqqqq Wrote: I like Bastion. smile


Good idea for the Bannor worldspell. Disagree that it weakens them overall, though - they still get a Demagog per town, as they would if you waited for the worldspell to catch up, now you just get it faster.

Aye, Bastion is a good name.

and for the World Spell ... Demagogue in every city, and in every tile with a Town, Enclave, or Bastion (and changing Enclaves n Bastions into Towns) ... and while we are at it, perhaps every Demagogue that is spawned using the World Spell gets the 'free promotion' effect, or, at least gets 2 XP to play with. (either one of those should be fairly easy to code in the SpellEffects Python)


----> I strongly disagree with Ruins requiring a lv2 unit to explore, requiring multiple turns to explore ... etc ....

All Ruins should be able to be burned, burned with fire, as soon as humanly possible.
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You can garrison them. And that's been on the cards for almost a year now, and included in the changelog for ~3 months. You can propose a reversion in the v13 thread, but I'm not overturning that without decent support.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Yea, I get that ....

but Ruins is special ... its a 4 str, 2 move unit that ... well ... can spawn at turn 1 ...

Is there some way for you to make it so that Ruins are either less likely to spawn Lizards, or that they don't start spawning until turn 40 or 50 (quickspeed)???
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I was screwing around in SP with the Elohim. Most of my discoveries don't really have to do with changes in this patch, though.

First, I'm not sure the change making the Reliquary a unique version of the Monument works quite right. Ethne doesn't seem to get doubled build speed on it, and if you capture a city and a Monument survives, it converts it to a Reliquary, even though everything else is kept the same because of Tolerant. (Fun fact: you can then build a new Monument. Similarly, Guild of Hammers provides a "Forge", and you can build a Dwarven Smithy to go with it.)

Also, apparently, you can upgrade to any unit you can build in a given city... either the generic one, or the civ-specific one. This has interesting implications for the Elohim, because you can upgrade a Nightwatch to an Assassin (of which the Elohim one is the Devout), and the Devout upgrades into the priest line. This means you can have Marksman/Guardsman Druids, and they can be Dwarven Druids if you conquer a dwarven city. I'm not sure this is dangerous, because the Elohim need buffs anyway, and it's probably pretty hard to pull off the slingshot. (Upgrading to normal priests is, IMO, significantly underwhelming. Upgrading to the top-tier units at Fanaticism can be fun too. In either event, games don't seem to usually get that far.)

Oh, and the AI has no idea what to do with a civ where every unit has March. wink
The only challenge is making sure to not lose too many units when attacking.
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Here's an odd bug for you. I was trying to set up a sim for EitB 44, and two of the AIs on my map (Capria and Jonas) had elephants as starting units.
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(July 14th, 2015, 03:48)Qgqqqqq Wrote: Current Known Issues:
  • The UI for the turn number is annoyingly set up so it displays twice at the top of the screen (and in some other places). This is annoying, but necessary to fix some of the bugs that cropped up in previous versions
  • The Khazad Vaults display a different number in the main screen
  • Some AI spawn with Elephants as defenders

wink


But yeah, it's a bug and I know why it's caused, too. (Interaction of mechanics with Elephants costing less to upgrade, causes the problem in the same way you could get AIs spawning Minotaurs in v10.)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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