![]() Lobby music, if included, will play immediately as soon as the custom dataset is applied. ![]() Custom music and audio overrides can now be included in data mods.Custom audio files that are not data-bound can now also be used in scenarios that are part of data mods.Fixed an issue where civTechTrees.json and futuravailableunits.json included in data mods were not loaded.It is now possible to define custom random map pools through maps.json in data mods.It is now possible to define custom audio file or sound event mappings for UI sounds through sounds.json in data mods.It is now possible to define custom button action definitions through buttons.json in data mods.It is now possible to define custom drop site rules through dropsites.json in data mods.It is now possible to include custom hotkeys and hotkey groups through hotkeys.json in data mods.It is now possible to include custom widgetui/icons.json and widgetui/materials.json files in data mods.Civilization loading symbols, unique unit and technology IDs for AIs.Image file names used by the civilization selection and loading screens.Internal civilization names used by the technology tree, future items display, and civilization icon and emblem widgetui material names.Civilization name string IDs and AI leader name string range.Civilization interface style (used in the interface material names).The amount of civilizations in the data mod (the minimum number of non-gaia civilizations that can be present is 1 the current maximum is the amount of civilizations in the official dataset).It is now possible to modify previously hardcoded civilization settings in civilizations.json file:.nomad_resources parameter now reimburses the Town Center’s cost (with the cost bonuses taken into account) instead of always adding 275 wood and 100 stone to the starting resources.BR Battle On Ice: Added gaia Crusader Knights to the middle.BR Fall of Rome: Changed gaia civilization to Romans.Militia-line, Knight-line, and Centurions train 50% faster and receive a 5 damage charge attack.Scorpions and Galley-line fire 33% faster.Roman Unique Infantry Unit, replaces Two-Handed Swordsman/Champion at the Barracks.The effect does not stack for multiple Centurions. Increases movement speed by 10% (15% Elite) and attack speed by 25% (33% Elite) of Militia-line units in 10 (12 Elite) tile radius. Roman Unique Cavalry Unit, trained at Castle.Scorpions cost -60% gold and benefit from Ballistics research.Infantry receives double effect from Blacksmith armor upgrades.War Galleys +1/+1P armor, Galleons and Dromons +2/+2P armor.Villagers gather, build, and repair 5% faster.Note: Romans are not initially available for ranked multiplayer, but will in the near future.New Civilization available with purchase of Return of Rome DLC!.Fire ship 25% attack speed bonus now also applies to Dromon.Elephant units converted from a Bengali player no longer lose their bonus conversion resistance.(Elite) Cannon Galleon now benefits from Siege Engineers technology.Available in Imperial Age to Byzantines, Goths, Huns, and Romans.Anti-building siege warship with long range and area of effect attack, but cannot attack enemies at close range.Saladin 5: ‘Jihad!’: Tyre civilization has been changed to Sicilians, now matching the Co-Op version.īalance Changes General.Alaric and Attila Campaigns have been updated to include the new Romans civilization where appropriate.The area healing effect (used by Caravanserai and Stronghold unique technology) no longer stacks from several effect-providing buildings next to each other.Ĭampaign Campaign Missions.Readded Change Weapon hotkey entry to Unit Commands group.Formation buttons are no longer displayed if in the current unit selection there is only one formation-supporting unit.The tooltip for Monument victory banner now displays the correct text.Turbo Mode state is now displayed in the standard game Objectives.Dying economy units can no longer be counted as workers or idle.Taunts now correctly reduce the volume of music for the duration of them playing.When clicking Start Game in a SP/MP lobby, the Civilization Jingle will no longer overlap with Lobby or In-Game Music.All regional Trade Carts now use the appropriate sound effects.
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