9 X 2022
Release 53(V3 , yes danganronpa fans, V3) is out. True to its name we can call it Reworking Harmony.
Overall:
- Just plain lucky changes:
- Chance to get JPL reduced: 777 777 -----> 1 777 777
- Can now be obtained regardless of race player is playing with at the moment.
- Made Speedresearcher shadow achievements be tracked tracked properly
- Made Here you go! overall achievement work... and added 2nd tier of it that become visible at some stage.
- Moved one of shadow achievements to Overall category so from now it can be obtainable regardless of race
- Added achievement for obtaining 20 researches for both races
- Changed way of gaining education and science during early game for both races.
- Starting from 30 techs until 150 every 20th research you'll buy you will gain 1 Education & Science. Beyond 150 it will happen every 12th tech.
- Some techs & traits that are supposed to provide education will provide less
- Basic & Intermediate maths no longer provide Education (for both races)
- Fixed incorrect display to most population ruled stats
- Fixed some bugs related to trials
- Debug ALMIGHTY no longer triggers trials.
- For wonders with Evolving mechanic when player reaches max level or obtain its Eternal achievement Ascend button will no longer display when clicked on.
- Now for wonders with Evolving mechanic when player reaches max level , wonder/building description will also mention that instead of saying to continue evolving even if building is already maxed
- Scouting tech now increases exploration cap for both races
- Basic mapping now lets explore even more: 5k ---> 6,5k
- added more quotes for techs & traits for both races
- more sprites graphically improved by me and DragonSlayr15001 - thank you so much friend for your contribution
- Gardening has increased chance to be adopted by both races
- Fixed chance property not working for unit effects that have 'gather' id
- Optimized mausoleum and fortress evolving functions
- Improved mausoleum evolving descriptions along with fortress ones
- Fixed laws of food not working
- Added 2 new policies to make early game playable in more than one way
- Eat on gather: people/elves consume food when found lowering spoilage providing high happiness but leading to bigger starvation and forcing starving ones to eat any spoiled food left when eat spoiled food is allowed in first place and there is no fresh food left.
- Far foraging. Gatherer can explore until some more land is explored but with high chance to get lost in terrain
- As for elf race added Creative foraging in place of Far foraging
- Artisan's craft dyes mode now requires plant lore II instead of I as on level I you do not have florists yet
- Changed a bit natural way of corpses decaying
- Fixed bug with insects as food not applying at page refresh
- Removed hyoretsu's tech menu . Sorry friend but I had to
- As for now starter bonuses categories and other techs are separated from themself. Any starters unlocked from achievs that were added as traits are moved to techs aswell
- Starter bonuses no longer count to total techs count
- Further reworked exploring
- made boats real for both human & elf races
- From now Boat building will require Construction research.
- For units, policies and traits tab new button has been added in top right corner allowing you to adjust display of unit/policies/traits categories
- it was ported and improved from one of vanilla compatible mods called Heritage
- Cleaned up some mess in achievements
- Rules of food now are unlockable after policies trait
- Improved magix utilities policy category display and made them be available before policies trait. That's because they aren't related to rules for the population these are additional settings in fact that are declared as policies.
- Visually improved pantheon. (Pantheon will be also added for C2 but many,many releases later)
- Added Fear of death's opposite trait for both races that reduces unhappiness from unburied corpses by half - thanks ZophieBlackHeart for this great idea ;)
Human race:
- Graves and cemetaries now produce Spookiness with new Halloween trait. Note that mortal world ones produce more.
- Added the opposite of Afterlife relgion: Beforelife religion
- It is alternative for Afterlife's paradise. Industry points are still there in use, you can unlock housing , etc.
- For now added 5 Ancestors traits (rest of this path's traits are postponed to R54)
- This content was planned in 2020 however was moved by some more important content.
- . . . bonus now applies to new Transcender who is Guru but for new religion.
- Vampirism during Halloween seasonal event now depends on religion path. If it is Beforelife then people will drink blood from animals corpses rather than living people. As for Afterlife it will remain as it was.
- Fixed bug with patrons allowing you to get Patron and Nonpatronage at the same time
- To make Sleepy insight more efficient chances to obtain insight from it got tripled
- Fixed Policy revaluation code by optimizing it. Now every policy costs one more of Essential II if Revaluation occured. Compatibility with other mods adding policies is also included
- Added 2 more . . . levels. Levels 5 and 6 boost one more unit.
- Added Herbalism trial
- Enter the world where the only acceptable food are herbs
- You start with unlocked Herbalism & Wizardry techs and Mana-crafting can be unlocked earlier. Wizards are unlockable here by Wizardry instead of Wizard wisdom tech. However mana crafting is less efficient.
- Gatherers gather more herbs along with other food that well... won't be eaten in this plane so it will only spoil.
- Ocasionally you will need Herb essence. Lacking it will bring unhappiness and harm health.
- You will see the requirement below Add N panel
- You will also need essence to roll/reroll researches
- First year is free
- You will need more and more essence while progressing with wonder.
- This trial is repeatable and for example Herbalism II , III , IV and so on will be harder and harder.
- Completing this trial removes unhapiness caused by eating herbs. As always next completions increase amount of VPs provided.
- Yearly 20% of your herb amount turn into Herb Essence.
- Unhappiness from lack of warmth , clothing etc is significantly reduced.
- The order of actions are: first herbs are turned into the essence, then it is checked if you fullfiled the increasing requirement
- As for Pocket trial: building materials no longer decay
- Rootal wonders now have 2nd levels and as for first they will use workers and metal tools like Mausoleum does
- while constructing any 2nd lvl of rootal wonder the cost of techs they lead to: Trustworthy influence, Knowledgeable and Culture rise is increased from 200 to 2000 but bonus they provide is multiplied by 3.5 (except housing from complex: 1.25).
- Made obtaining 1st victory point unlocks pantheon earlier. To be exact after evolution of the minds is obtained.
- Having at least 26 VPs from human race only unlocks it when CoTA or CoTB is obtained. In addition they will no longer demand Faith II even after Evolution of the minds is obtained.
- 76 points and above unlock Seraphins with BiTA or BiTB obtained
- Removed production rates policies as they had no sense at all.
- Fortress of magicians no longer require ascending. It autogains its bonus and still will grant it when each next run after obtaining this achievement is started
- Reworked portals again as previous rework was buggy. Now 2 stages are merged into one. First 25 steps are for portal frame while next are for opening the rift.
- Removed Unbelieva-canes tech as it made sugar cane farms too op
- Renamings, Replacements, respritings:
- Replaced skull of wild death wonder with better wonder called The Cemetarium
- Moved mana and essences to magic category along with respriting these ~ty DragonSlayr15001
- Renamed druids symbols to make them have more climate
- Renamed afterlife resource
- Renamed Politic power rising up tech to Trustworthy influence and Cultural forces arise to Culture rise.
- Corrected university name
- Renamed Temple of Heaven to support new religion path
- Changed sprites for Emblems and renamed them to Tablets
- Replaced Burial in new world with simple Burial II which will unlock mass burying ways such as Cemetaries.
- Replaced moderated politics with new tech that unlocks 2 new buildings that can be built on water. In future updates more buildings that require water are in plans
- Wizards eat less. We do not want obese wizards anymore.
- Portals to paradise, ancestors land and plain island provide less land
- Added storyline message for obtaining 250 techs
- Balanced Mausoleum evolving
- Fixed Mausoleum evolving not working properly sometimes
- now new Missionary tech will provide 1 more spirituality when your Mausoleum will get above halfway of evolution process
- made Mausoleum's BiTA/BiTB double chance bonus trigger at level 8 instead of triggering at evolution completion
- now when evolution is completed EVERY trait has a little bit more chance to be adopted while playing human race
- Some researches and knowledges have been changed:
- Some have improved sprites. If you wish to contribute at improving sprites DM me on discord
- Alchemy has been renamed to simple "Alchemy" and no longer requires Juicy expertise. It's still good to have this trait anyway :)
- Gardening trait has increased chance to be adopted.
- map details no longer requires terrain conservacy. In fact terrain conservacy will now require map details and map details will require plain island building
- Added achievement for obtaining 250 researches
- Changed culture of the afterlife unhappiness from death affection level
- Made joy of eating/culture of moderation not determine future paths. So people can pick caretaking with culture of moderation and vice versa.
- Now you start with 800 industry points instead of 1000. However when people pick Moderation you can gain extra 200.
- Removed limit of exploration units
- Treehouse provides less housing: 3 ---> 2
- Evolution of the minds slightly boosts Philosopher's insight income instead of weakening it
Elf race:
- Added Speedresearcher I for elf race
- Are you capable to get 50 researches within 30 minutes?
- added shelters on water
- balanced Fortress evolving
- improved display of anomalies category. Anomalies no longer count to total amount of traits and knowledges
- Added achievements for obtaining 20 and 50 techs. Also added achievement for 20 traits
- Added rest of starting C2 content
- Fixed Ice aura being deadly
- made rest of planned effects actually affect the game
- Added druids and their symbolisms for c2 along with related to them globetrotter's alternative
- replaced Chieftain with Bellwether
- Bellwethers(before update chieftains) and clan leaders are 20% more limited.
- Added new knowledge that will unlock you new kind of dreamer who will generate only Creativity but also will slowly charge battery of discoveries
- Thot/Philosopher mod now works with Elf race... or at least it should work with
That was the biggest changelog I have ever made. I hope you will enjoy that Reworking Harmony update.
I can confirm that I will make rest of reworks available for you for Christmas so stay tuned and have fun :)
