Crash: Somnium (holdover from MNAI - Looks like Tholal fixed it.)
Bug: Thessalonica's Alignment (Good -> Neutral)
Bug: Furia's Alignment (Evil -> Neutral)
Bug: Make sure Freak Shows are castable correctly (unable to replicate)
Bug: Build Culture Doublecounting
Bug: Production Automation Doublecounting
Bug: Remove Mary Morbus Event, as she is buildable
Bug: Turn 1 Save Fix (Have the game count by turns instead of years)
Bug: Ensure Hyborem's cities have demonic citizens.
Bug: Match Grigori Tavern cost to the new Tavern cost
Bug: Make sure higher tier Melee units can't get Nightmare bonus.
Bug: Make sure worker captures don't generate slaves as well (two units for one combat)
Balance Changes & Features:
AI Change: Merged Tholal's Pre-BUG AI (REV0694)
AI Change: Merged Tholal's Post-BUG AI (REV1203, still Python and DLL merging left to do)
New Game Option: Minimally Modified UI (Turns off most of BUG's features, on by default, use to force MP games onto the same BUG configuration)
UI Change: Integrated RuffHi's BUG Dotmapper (Activate with Ctrl-X)
New Game Option: Disable Non-structural Events (Split Events into "Core" and "NonCore" events; replaces "Disable Events")
New XML Tag: bCoreEvent (for marking events that should not be disabled by the new game option)
Unit Change: Boost Mud Golem Cost: 50H -> 75H (Same base cost as Worker)
Unit Change: Puppets gain SPECIALUNIT_SPELL which means they are in the same class as floating eye, fireball, and meteor and do not benefit from SUMM (Summoner Balsareph Exponentiation Problems)
UI Change: Update GPP counters to see fractional bonus from spirit mana (got this for free w/ Tholal's BUG merge
Spell Change: Move Lich Spell from Malevolent Designs to Divine Essence
Promotion Change: Hero promotion gets free upgrades (really only applies to Grigori Adventurers)
Building Changes: Subtowers are Team Nationals (Alteration, Necromancy, Divination, Elementalism)
Victory Changes: Tower of Mastery requires your team has built all 4 subtowers.
Spell Change: Pillar of Fire available at Righteousness to Order High Priests and Chalid
Unit Change: Druids lose Channeling III but keep their druid spells
Unit Change: Beast of Agares requires Demon's Altar and Ashen Veil State Religion
Demon's Altars are National Wonders
Unit Change: Centaur Chargers cannot be upgraded to
Promotion/Effect Change: Bless gives +15 Fire Resistance along with +1 Holy Strength
Last Updated: 12/14/2012
Posts Read and Considered: Through post #97 and the comments from the XXI post-op thread.
Fix Keelyn. My suggestion is to remove the duration bonus from summoner applying to puppet spells. This immediately removes almost all exponentiation problems, and still leaves her as a powerful arcane leader.
Fix the Turn 1 save issue, by renaming the first turn.
Kick out the Mary Morbius event so she doesn't get doubled.
Discussion in the last Planetfall blitz about T1 Mercurians. I think that has some potential.
Do you mean "Add to Freak Show"? I was looking at the python, and adding a human slave to the freak show results in a call to reqAddToFreakShowHuman as a requirement for being permitted to cast the spell; for any other race, there is no pyRequirement. Maybe this is the source of the flaky behavior I've seen.
Selrahc Wrote:Fix Keelyn. My suggestion is to remove the duration bonus from summoner applying to puppet spells. This immediately removes almost all exponentiation problems, and still leaves her as a powerful arcane leader.
Fix the Turn 1 save issue, by renaming the first turn.
Kick out the Mary Morbius event so she doesn't get doubled.
Discussion in the last Planetfall blitz about T1 Mercurians. I think that has some potential.
Elaborate on how this bungles again. I don't believe I've ever been first in the turn order so I don't know the exact details.
Sure.
I don't have the log, but I do recall that. Might hold off on huge CIV changes for v10.
Kyan Wrote:Unless you already did, mud golems need the price increasing. They're nuts right now.
Agreed. Having just abused the hell out of them, what price do you think Mud Golems should have on Quick for non-industrious and industrious leaders?
DaveV Wrote:Do you mean "Add to Freak Show"? I was looking at the python, and adding a human slave to the freak show results in a call to reqAddToFreakShowHuman as a requirement for being permitted to cast the spell; for any other race, there is no pyRequirement. Maybe this is the source of the flaky behavior I've seen.
Sareln Wrote:Elaborate on how this bungles again. I don't believe I've ever been first in the turn order so I don't know the exact details.
Pretty sure what Selrahc is referring to is that any save generated in PBEM on T0 is named like EitBpbem23_AD-0001_to_Thessalonica, and any save generated on T1 is also named like EitBpbem23_AD-0001_to_Thessalonica, so the second one is junk unless you move or delete the T0 save before playing.
Quote:I don't have the log, but I do recall that. Might hold off on huge CIV changes for v10.
Hmm, I'm curious what was discussed. Selrahc, can you elaborate how Basium isn't broken on T0? (can that be extended to Hyborem, or not)
Mardoc Wrote:Pretty sure what Selrahc is referring to is that any save generated in PBEM on T0 is named like EitBpbem23_AD-0001_to_Thessalonica, and any save generated on T1 is also named like EitBpbem23_AD-0001_to_Thessalonica, so the second one is junk unless you move or delete the T0 save before playing.
Yes.
I'm assuming it's because both turn 0 and turn 1 are labelled turn 1 in game... so hopefully it's a simple fix to remove a minor problem.
Sareln Wrote:I don't have the log, but I do recall that. Might hold off on huge CIV changes for v10.
Mardoc Wrote:Hmm, I'm curious what was discussed. Selrahc, can you elaborate how Basium isn't broken on T0? (can that be extended to Hyborem, or not)
Chat log.
Bobchillingworth: I notice that people are summoning Basium left & right nowadays Selrahc: You made it fashionable. Nicolae: i dont think they were poisoned, but yeah, free units Selrahc: It was always a good play. Nicolae: basium is uber when you get it to work Selrahc: In most of the first dozen PBEMs we actually had restrictions against it. Mist: sent Selrahc: Those have been lifted. Bobchillingworth: Yeah. Kind of cute, considering I mostly just used him for Godking
[COLOR="Yellow"]Nicolae: clan/kurio angels are the best, because they work really well as teams
heralds are pretty uber[/COLOR]
Sareln: yeah
it's not clear to me that I should change the team-tech-penalty Selrahc: In SP it's kind of a burn giving up an ubercity. Nicolae: dont heralds get +2S above base beastmaster from iron weapons? Bobchillingworth: yeah Selrahc: Yes Nicolae: and if you want to play as angels, you give your old empire to retard AI Bobchillingworth: All Mercurian UU are super-powered, except I guess Valks who are just really good, as all Immortals are
[COLOR="Lime"]Selrahc: Yeah.
Immortals are just fantastic.[/COLOR]
Sareln: at some point I guess we should revisit and make him a real side Selrahc: So while it's tempting to write the Valks off because they don't have any enhancements...
Sareln: but time is finite
[COLOR="Red"]Bobchillingworth: What do Valks get, actually?
holy strength?[/COLOR] Selrahc: They're still pretty good. Bobchillingworth: instead of regular
Sareln: or, my time is finite :P Selrahc: Yeah
[COLOR="Lime"]Make who a real side? Basium?
I think that would need a big rewrite.
Or... maybe not.[/COLOR] Bobchillingworth: RB needs some art assets people, then we can go make a kick ass mod of our own Selrahc: How hard would it be to restrict the ability for warriors and scouts to become angels?
Sareln: not hard Selrahc: I guess that would be the main change needed. Mist: you'd still have to kill palace iron Selrahc: Yes
Sareln: yeah Selrahc: But I don't think it's going to be hard to swap Iron for Law
Sareln: palace iron is just "oh I know how to buff all their units by 2 real easy..." Selrahc: Getting free angels from Axemen could still be overpowering. Mist: and make angel an axe replacement? Selrahc: Oh, that makes sense. Bobchillingworth: What about Basium himself?
Sareln: so you only get angels from your priests and specialist units Mist: so that he doesn't get them free, just builds them cheap Bobchillingworth: would anybody build him?
[COLOR="Lime"]Selrahc: Hero unlocked at Fanatacism.
Keep the uber immortalism.[/COLOR] Bobchillingworth: Liability unlocked at Fanatacism, I think. Nicolae: sent
[COLOR="Lime"]Selrahc: Risk/reward.
His current incarnation is pretty buff.[/COLOR] Nicolae: wait, isnt angels after fanaticism anyway?[COLOR="Orange"]
Mist: hey, bannor can have crappy hero at fanaticism[/COLOR] Selrahc: Discussing making them a normal civ. Nicolae: ah, from T0 Bobchillingworth: bannor hero does not take away their traits when he dies :P[COLOR="Orange"]
Mist: so why is angels having a good one a liability?[/COLOR] Nicolae: hey, recruit after killing a barrow skeleton is pretty awesome
[COLOR="Red"]Bobchillingworth: why summon Basium if he could die can take away your incredibly awesome traits?
a sometimes-immortal hero isn't worth the risk, imo[/COLOR] Nicolae: maybe after dying he just goes "fuck it im chilling out in my palace" and refuses to come out
Sareln: heh
[COLOR="Orange"]Mist: make him required to cast world-spell and make lvl4 units?
risk/reward[/COLOR] Bobchillingworth: yeah, he'd get build then. Mist: both the ws and t4 units are way better than competition Nicolae: that would be an interesting twist Bobchillingworth: but otherwise I wouldn't, unless I had a barrow right next to me
Sareln: or knock his stats down and make him straight immortal. Nicolae: bannor hero isnt that bad, right?
Sareln: also a possibility Selrahc: Oh, that's a thought.
Sareln: recruit + earnable recruit Selrahc: Unlock angel spawning by building the mercurian gate.
Sareln: (bannor hero)
or make angels require either the mercurian palace or the mercurian gate
At which point Bob popped something outrageous from a pod and we all bitched at him for a bit. :neenernee
It was very much a brainstorming session, but I think there are some good ideas in there, and I think the idea of T0 Mercurians is definitely interesting. Could warrant some further thought.
At the moment, they act to quadruple the power of a summoner as compared with a normal civilization. 1 mage can bring 4 Spectres(/Pit beasts/Hosts) and 2 puppets to a party. That was the game winning move in the PBEM she won, and that was against units like Treants, Diseased Corpses, Pyre Zombies and Beasts of Agares, where brute force numbers was the only advantage they had. It will only be worse with the changes to passive XP gain.
Keelyn gets banned in a lot of PBEMs nowadays. It's pretty clear that if she makes it to Mages in any sort of decent state, then the game is hers to lose.