*** Released ***
Brad's Patch!
Fixes
Removed Influence from the city levelup window
Fixed the missing cloth map icon for the shadow rift
Fixed an issue that caused ranged attacks to strike all enemies in auto resolve
Fixed an issue that causes Sovereign's with the Tactician sovereign trait to start midway into the Commander tree
Balance
Increased Adventurers Boon trait from +8 hp to +10
Ironeer Ale increases hp by 2 instead of 1
Reduced Bless City spell casting cost from 500 to 250 and the effect from -30 unrest to -25
Reduced Curse City spell casting cost from 500 to 250 and the effect from +30 unrest to +25
Increased Propaganda spell from +1 gildar per essence to +2
Increased the attack and fire damage form the Staff of the Furnace
Caster’s Staff has a minor ranged lightning attack
Haunter’s Staff has a minor ranged poison attack
Switched the default tax rate to Normal
Adjusted the tax rates to give more variance between the levels
Switched Shattered Statue to give a random item instead of one of 5 preset items (so there is more variety)
Reduced Escape scrolls form Uncommon to Common
Moved Rush from Civics to Administration
Arcane Mastery now requires Enchantment
Glyph Stones requires Arcane Mastery instead of Enchantment
Mounted Warfare requires Drills instead of Training
Rebalanced tech costs according to the above
Reduced Foundry's to +3 Metal per Season instead of +4
Reduced the Iron Works to +6 Metal per Season instead of +8
AI
Fixed AI bug where one of the AI personalities could, in some cases, rush buy a unit without having the necessary resources (metal)
Improved granular difficulty increases between challenging difficulty and insane. Rather than rely on a money cheat, the higher difficulty units get some additional unit perks that make them more interesting.
Made all the AI personalities somewhat better at taking out targets of opportunity (like outposts)
Made AI sovereign more concerned about clearing out monster lairs near its home base early game.
Fixed a bug that could cause certain AI personalities ("unstable" and "paranoid") to cease building city improvements
Aggressive and Warmonger AI personalities more aggressive about destroying enemy improvements
Some AI personalities will more aggressive target quests
Fixed bug that kept AI from choosing the infinite projects (wealth, growth, etc.) if they had just trained a unit.
Improved AI's choosing of city specialities based on player strategy input (thanks forum and YouTube posters!)
AI players will tend to do most of their unit building in fortress-cities when possible
AI smarter about what types of units it builds based on its current economic/military conditions
AI cab do sneak attacks, especially imperial factions if it is in its best interest
Unstable AI personality will still do a sneak attacks (even if it's suicide) and they just don't like you.
Paranoid AI personality will overstate their military strength (i.e. lie to itself)
AI is more likely to surrender if the military situation is hopeless (you can disable AI surrendering in the game setup)
AI smarter about using health items in tactical battles
Fixed infrequent game hang bug
Tweaked the way power ratings are calculated such that it more accurately takes into account the player's *potential* military power as well as its current military strength.
Fixed path finding bug that would cause the AI players to sometimes get stuck.
AI is less inclined to settle on crappy food terrain
Difficulty sovereign HP modifier now affects champions
Reduced the HP bonus that harder difficulty AI players get
Hard and Expert AI players no longer receive an HP bonus to their trained units
Ridiculous AI players have a reduced HP bonus to their trained units
Monster behavior overhaulted (won't just walk away from lairs, won't attack player cities from wild lands, just lots and lots of goodness here)