(July 15th, 2013, 15:24)Krill Wrote: Changelog 2.0.3.2: No mod to be posted as yet, waiting on T-hawk to send me the DLL when he has time.
Quote:Expansive: +100% production of Markets, Aqueducts,Grocers, Harbours, +35% production of workers and work boats, +2 Health/City
Creative: Now +100% production of Observatories, in addition to +100% production of Theatres, Colluseum and +2 culture per city
ORG: reverted to base BtS
Aggressive: Now +100% production of Stables, in addition to +100% production of barracks, Drydocks. -25% city maintenance. Free Combat 1 promotion on melee and gunpowder units.
Arabia: Starting technology are now Mysticism, Agriculture, changed from Mysticism, The Wheel. Madrassa cost lowered to 70 hammers (no trait doubles library now, UU is fairly weak but usable).
Sumeria: Vulture UU reverted to base BtS values
Carthage: Numidian Cavalry given +20% withdrawal chance, in line with base HA unit (bug fix).
Khmer: Ballistaphant reduced to strength 7, targets mounted units first, no longer gains bonus against knights
War Elephant: no longer gains bonus against knights
Byzantine: Cataphracts are first strike immune (in line with base knight unit).
Persia: Immortal reverted to original BtS 3.19.
Kublai Khan: Leader traits are now Charismatic, Creative, changed from Aggressive, Creative
Cristo Redentor: -50% Anarchy, +100% production by SPI leaders
Technology: Renessaince era technology prices reduced to a percentage of base BtS tech cost as follows:
Paper: requires Metal Casting as mandatory prerequisite. No longer requires Literature or Code of Laws
Astronomy: requires Code of Laws as mandatory prerequisite in addition to Calendar and Optics. no longer requires Paper.
Known tech bonus: decreased to 25
Writing, Paper, Corporation, Scientific Method, Steam Power, Electricity: Enable map trading.
ICBM: Cost lowered to 450 hammers (see OP for further details)
Tac nuke: Cost lowered to 200 hammers (see OP for further details)
Guided Missile: cost lowered to 50 hammers (see OP for further details)
To do list:
To do: [NEW][AGG] Add -25% city maintenance via DLL - Done
To do: [FIX] Trade routes (Seven) - Done
To do: [FIX] Known tech bonus in NTT games - Done
To do: Change known tech bonus increase tag from Tech trading to Map trading (T-hawk) (ie if you have Writing you have a max known tech bonus of 25, if you have Paper and Writing you have a known tech bonus of 50). - Done
Espionage:
City Revolt, Counter Espionage, Destroy Production spy missions removed
Costs of all active spy missions doubled.
Discounts to spy missions due to religious effects removed (owning holy city, religion present in city)
From Seven, integrated by T-hawk:
Included fixes for:
* Lib/oracle multiple techs (warning, this is the most complex fix and it changes the save file format by adding a value for each player of whether they currently have an unused free tech award. the fix is taken from BTS unofficial patch)
* Trade route turn order bug
* Foreign trade route cities lost permanently when your city using those routes is destroyed (fix is taken from BTS unofficial patch)
* Build culture double production
* Build wealth/research/culture + production automation double production
* Proposed trades including cities, where the cities no longer exist to be trades, are not cancelled (note: I consider this a bug because proposed trades are already cancelled if a player lacks the requisite e.g. resources/gold. could be considered not a bug)
* Production decay counter on a type of build (e.g. axeman) is not reset after completing one if the next item in the queue is of the same type (fix is taken from BTS unofficial patch)
* Feature growth/disappearance rates, and bonus discovery (mine pop) rates, do not scale with game speed (could be considered not a bug)
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |