The game updated today:
This is a quickly made bug fix patch to address some of the problems found after release. Hopefully this will fix the most serious problems. Thanks for reporting the bugs you find. We will start to work on the next update right away, so expect another update in the near future.
General
- Carrion Lady got an added random path (DG)
- Carrion Lord got an added random path (WEND)
- Carrion Commander was missing recuperation
- Slight change to Black Dryad description.
- Asphodel regrowth didn’t work, fixed
- Praefectum Equitus got his priest skill.
- Orb of Elemental Fire got proper fire gem generation.
- Miasma (and other spells that target swamps) were unable to target swamps
- Xibalba foreign recruit fix.
- Liquid body could only affect demons
- Invisibility spell didn’t work properly
- Fix for lost mount tag lingering after transformation
- Bean Sidhe was missing her sprite
- NAP doesn’t affect arena battles.
- Global enchantment attack no longer cares about NAPs
- Sailing didn’t work properly, fixed
- Attackers could retreat into defender’s fort
- Eriu’s recruit in mountain/highland didn’t work
- Abysia wall defenders tweaked
- Better at disabling cave layer if using map with many provinces
- Right-click to move didn’t work on cave entrances
- History playback crashed if pressing ‘4’, fixed
- F1 screen could crash the game, fixed
- Well of Urd glamour gem instead of nature
- The Throne of Earth gnome now costs gold.
- Some mounted units with missing unmounted sprites fixed.
- Imp Pets didn’t have claws
- Burning ones didn’t have correct bad formation fighter value
- Stat fixes
- Typo fixes
Modding
- AI didn’t care about #disbless, fixed
- Fix for blood slave generation from sites
Map Making
- New command: #nodeepchoice
I can only hope that sailing still doesn't "work properly" enough to keep Vanheim off us, but knowing our luck they'll be making landfall any turn now.
I did a bit of testing to see how false damage works. Because it seems really weird that the nation has so much of it but no inbuilt ability to upkeep it. From what I can tell the false damage is still applied, but if there's no one on the battlefield to keep it up it heals 2 points of false damage per round (I think per round...). Seems like a fixed number too, humans with 2 false damage healed 2 and giants with like 25 false damage also healed 2.
Thanks for testing, none of the recent battles gave a chance to observe it here. That sounds to me like a decent way of avoiding this being overly glamour-dependent (and I bet Yomi isn't the nation unexpectedly finding itself dealing false damage). Still a bit unfortunate to see the spirit form debuff and loss of equipment slots.
Turn 10We're greeted with another bad event, which also gives us an opportunity to expound on why Yomi is so poor:
Note: this explanation assumes nothing has changed from Dom5 (there's no reason yet to believe it has, but who knows...)
Yomi generates freespawn Oni units from their temples, with the quantity generated depending on the Turmoil scale in the province. These freespawn are quite powerful, and are the nation's defining feature (you can play Yomi with Order scales instead and rely only on goblins, but this strikes me as terribly boring).
Turmoil is a "bad" scale with negative effects (taking it gives us more points to spend on other things when designing a pretender). It not only reduces our income directly, it also diminishes the rate at which we passively reduce provincial unrest each turn (we gain unrest when we first take a province, and unrest also reduces income). Turmoil additionally has some bad random events associated with it, most of which also add unrest, and we get more events in general.
On top of this, all of our Oni have an attribute that causes them to passively
generate unrest in any province that they're stationed at. To make all of this worse, practically all of our units are "undisciplined", reducing their ability to remove unrest by "patrolling" a province.
The end result of all this is that our lands get progressively covered in large amounts of unrest that takes a long time to dissipate, while our troops all either actively generate more unrest or are particularly bad at removing it. We can offset this a bit by getting strong "dominion" in our provinces, which passively reduces unrest (which is one of the reasons why I went with very high starting dominion in the most recent Bay12 MP, but here our pretender has a mere 4/10 max dominion strength).
Beyond unrest problems, Yomi also only has access to build "primitive" forts. Our capital is a level 2 fort, but the best we can do outside of this is a crappy level 1 fort for a whopping 1000g. Forts have an "administrative" effect that increases the income of nearby provinces, and the effect is better for higher levels. Since we're constrained to poor quality forts (and can recruit our goblins and researchers outside of forts in any mountain province) there's little incentive for us to build them, with the side effect of making our provinces even poorer.
If this wasn't enough, Yomi also gets a special penalty to all income just for being Yomi (-25% in Dom5).
One way to counteract all this is "Luck" scales. Luck (at least in Dom5) gives access to better random events that occasionally dump piles of gold on you all at once, giving a RNG-based chance to bypass our hideously poor provinces. In Dom6 we're constrained to only taking Luck +2 (though Yomi does have access to a pretender that raises the limit to Luck +3). A wonderful side effect of Luck is that it often gives us random magic gems as well, and should generally result in getting fewer bad events (not that you'd know to look at us).
We got very lucky and landed an 'air' sorcerer on our first recruitment, letting us start producing owl quills to make the most of our expensive (for us) researchers:
We'll also get our first Mound King. (I also notice that our capital has 5 candles despite a max strength of 4, weirdly.)
This is the turn that we will finally, hopefully, connect up our provinces and start making some actual money. The province's Longdead Horsemen scare the crap out of me and will undoubtedly try to flank our commanders, so our formation is geared towards defending them at all costs:
The bandits are archers, but I'm desperate enough to win this that they're given melee orders instead (they have decent armor at least). The Oni nearest our commanders have ranged attacks that will hopefully place them in the commanders' vicinity when the cavalry hit. Our prophet is scripted to not even bless anyone, focusing only on his banishment spell (though I suspect he will only target souless with it, not the horsemen):
The banishment spell that priests get is based on the highest path of the pretender god, in this case the new "Glamour" path. The glamour banishment has a chance to proc a second effect after a second MR check, but only on mindless undead. That part will be useless here, but the spell still proved effective against longdeads in the last battle.
Meanwhile, still no candles to the west, giving me hope that this is all free real estate: