Human, Dwarf, and Sacred Order get a new hostile spell: Purification, kills 0.50% of Abominations for Afflicted.
Pestilence changes to giving 1% * [Target Peasants] * [Land Ratio] Abominations per tick.
Abomination generation from Pestilence is now also limited by the “Reduced conversions” perk which previously have only lowered traditional conversions.
Abomination extra food consumption increased from 0.125 to 0.15.
Abomination casualty reduction bonus removed.
Spirit -10% max population removed.
Swarm gets -50% damage from Fireballs.
Swarm is immune to Insect Swarm. Both for balancing and lore reasons.
Firewalkers get -50% damage from Fireballs.
Barbarians are assigned a modifier (npc_modifier), which is a random value from 400 to 1000 (skewed towards 1000). This is divided by 1000 to calculate the DPA/OPA of each Barbarian, which means we will have some Barbarians with as little as 40% of the required DPA. Through natural selection, these should end up being small.
Merfolk unit per acre restrictions removed.
Merfolk immune to fireballs and get -50% damage from Lightning Bolts.
Demon soul collection now works on defense. Demons get souls from casualties when defending (regardless of battle outcome).
Demon soul collection limited by “Reduced conversions” perk.
Demon ore unit costs removed. Only platinum, mana, and souls.
Demon lumber costs for construction removed.
Theft caps by stealer’s income removed.
Snow Elf -5% population removed.
Snow Elf gets -50% mana drain.
Snow Elf starts with 1,500 Wild Yetis.
Snow Elf spell cost reduced from 6x to 4x.
Mana and food construction costs tripled, taking them from insignificant to noticeable.
Bushels of food are now called halms of food. This has no impact on the game, but the measurement bushel was nonsensical. Each person eats 0.25 bushels per tick, which comes to 24 bushels per day. That’s approximately 872 litres. Halms are a fictional unit and it just so happens to be that 24 halms…
General XP gained from invasions increased by 50%. Factions Afflicted: Abominations changed from 2/0 to 2/1. Ants: 2% drafting (instead of 1%). Beastfolk: Goat Witch changed from 1/4 to 1/2 wizard on offense. Dimensionalists: Summoner changed from counting as 0.25 wizard on offense and defense to counting as 0.5 wizard on both. Elementals: Retired. Goblin:…
Surreal Perception now shows successful info ops. Energy Mirror now notifies you when you reflect a spell. Each unit is now assigned a training time (normally 9 for specs and 12 for elites). It will show up in Scribes and the unit helper pop-up next to the OP and DP figure. Each faction is now…
General Land generated on invasion increased by (XP/1000000)%. Spell damage calculations cleaned up and refactored. Forest Haven fireball damage reduction uncapped. If you want to go 12.5% FH for 100% reduction, you do you. Masonry lightning bolt damage reduction also uncapped. Enjoy 80% reduction at 100% Masonries. Fireball base damage increased from 0.33% to 0.50%….
Recap of Barbarian changes: DPA and land gain formula lowered so they will be smaller and weaker. Barbarians now start out a bit smaller. Beastfolk, Myconid, and Growth are now independent. They are randomly placed in Imperial or Commonwealth realms when registering. It’s entirely random for now as I haven’t been able to make it place independent…
General Improvements 2.0 Beta test of Improvement 2.0: there are no known issues/bugs. As of writing, left to do: Support for permanent and temporary improvements damage. Masonries. Unit-pairing and other perks reliant on improvements. Improvements are aspects of your dominion that the government (you) invests resources into. They are not physical manifestations of anything. As…