My impression is that Q is doing the map; I'm assuming he's not going to do that concurrently with v12 release stuff. I lean toward waiting for the complete mod, but not if it will delay the start of the game significantly.
Qg, not to rush you, but do you have an estimated finish date for v12? I'm voting for the stopgap if the full release will take more than a week. I'd really like if it we can get started by the end of the next weekend if possible, bearing in mind that map creation will eat some time as well.
Okay, final changelog of EitBv12, so you can start picking leaders:
Implemented:
Conquest Civic: Moves back to Warfare (from Education).
Military State: Moves back to Military Strategy (from Warfare).
Decius: Decius gains the Tolerant trait.
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.
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.
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 200h base (133h quick) 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.
Decius loses Tolerant (unless dll implemented)
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)
New Race: Puppeted, given to units summoned by Puppets - functionally identical until changes made
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
Added new Bannor Town pedia entries
Added a disclaimer to the Human Hyborem/Basium options saying they don't work
Calabim players should avoid this bit:
Loyalty Spell now removes Burning Blood promotion, and vice versa
I ran into a bunch of problems editing some of the last bits, as well as personal issues, so unfortunately the dll changes are being delayed again.
Anyway, I'll release sometime tomorrow.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Hyborem/Basium are handled the same as they were in the original game - i.e., you can summon them, and one of you will be human. If you swap, you lose a turn in which the AI does it's level best to screw you over.
It *is* possible to hack in either a swap-to without a lost turn and adding an extra player. Unfortunately, I don't know how to do it, and T-hawk couldn't seem to do it last time we asked.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Quote: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
How long between Demagog spawns from towns? Based on above it could be 45T.