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Old January 10th, 2011, 10:32 AM

Korwin Korwin is offline
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Default CBM Confusion

Is there somerwhere/anywhere a summary of CBM changes?
If I read the change log's correctly it only notes the changes from the last CBM, right?
So if I want to know the changes in effect, I need to read the Change logs from CBM V1.0 forward to the version I am playing.

I did dig a little in the old threads.
CBM 1.3-1.5 do have the change log in the zip.
CBM 1.6 had the 1.5 change log.
CBM 1.7 had none

Someone has an link to the CBM <1.3 change log's?

CBM 1.3
Quote:
--At a glance change log--

*Growth/death and productivity/sloth have slightly higher impact on direct gold income.

*Slight increase in luck/misfortune's effect on number of events and event quality.

*Many weapons moved from construction 4 and 6 to 2 and 0.

*Magic bow ammunition doubled, and other improvements to them.

*Sandals of the crane and bell of cleansing no longer artifacts, hammer of the mountains made an artifact (with greatly increased damage).

*Gloves of the gladiator, wave breaker and serpent kryss have more attacks.

*Star of thralldom and star of heroes much improved area of effect.

*Majority of troop summons, especially low level ones, cheaper.

*Domes much easier to cast.

*Many globals easier to cast/cheaper (applies to almost all globals, except those that generate gems and a few others like forge of the ancients and gift of health).

*Direct damage blood battlefield magic improved (hellfire, blood burst, harm, etc).

*A few troop summons made commanders (great eagle, kappa, amphiptere, kithaironic lion, demon jester).

*Improved accuracy for frost, arcane, fire and shadow bolts.

*'Hold' spells such as false fetters and bolts of fire improved.

*Low level troop protection wards no longer cost a gem.

*Touch of madness and rage now cost a gem, to limit unintended AI casting.

*Exactly two general spells are harder to cast: Forge of the ancients and flaming arrows.

*Many cloud spells have greater area of effect.

*Titan pretenders (those size 6, and completely human in form) 25-50 points cheaper, some with added paths, gem generation, or free troop summoning.

*Rainbows (those with pathcost 10) have added paths, research bonuses, and most 20-30 points cheaper.

*Moloch, Prince of Death, Gorgon (as very-easy-expansion chassis) cost more.

*Cylops (both a very-easy-to-expand-with and an easy-bless chassis) higher new path cost.

*Phoenix is reborn in battle with phoenix pyre.

*Troops wielding a single one handed weapon and no shield made 1 gold cheaper.

*Troops wielding a spear made 1 gold cheaper.

*Melee troops with very light armor made 1 gold cheaper.

*National military commanders cheaper/improved, basic independant commanders slightly more expensive.

*Assassins made cheaper, seduction more likely.

*Many heroes improved (contains Worthy Heroes).

*Sacred glamour cavalry more expensive.

*Some archers with normal or above average melee statistic tweaked downward.

*Elephants and mammoths somewhat more expensive and tire more easily.

CBM 1.41
Quote:
At a glance change log:

*Titan pretenders (those size 6, and completely human in form) 25-50 points cheaper, some with added paths, gem generation, or free troop summoning.

*Rainbows (those with pathcost 10) have added paths, research bonuses, and most 20-30 points cheaper.

*Moloch, Prince of Death, Gorgon (as very easy expansion chassis) cost more.

*Cylops (both very easy to expand with and an easy bless chassis) higher new path cost.

*Phionix is reborn in battle with pheonix pyre.


*Many weapons moved from construction 4 and 6 to 2 and 0.

*Magic bow ammunition doubled, and other improvements to them.

*Sandals of the crane and bell of cleansing no longer artifacts, hammer of the mountians made an artifast (with greatly increased damage).

*Gloves of the gladiator, wave breaker and serpent kryss have more attacks.

*Star of thraldom and star of heroes much improved area of effect.


*Troops weilding a singlw one hadded weapon and no shield made 1 gold cheaper.

*Troops wielding a spear made one gold cheaper.

*Melee troops with very light armor made one gold cheaper.

*National military commanders cheaper/improved, basic independant commanders slightly more expensive.

*Assassins made cheaper, seduction more likely.

*Many heroes improved (contains worthy heroes).

*Sacred glamour cavalry more expensive.

*Some archers with normal or above average melee statistic tweaked downward.

*Elephants and mamoths somewhat more expensive and tire more easily.

Events from luck/mistfortune - 7% (5%)
Luck/misfortune event is good - 15% (13%)
Gold Effect of growth/death - 3% (2%)
Gold effect of productivity/sloth - 3% (2%)

*Majority of troop summons, especially low level, cheaper.

*Domes much easier to cast.

*Many globals easier to cast/cheaper (almost all other than gem geneerating and a few others like forge of the ancients and gift of health).

*Direct damage blood battlefield magic improved (hellfire, blood burst, harm, etc).

*A few troop summons made commanders (great eagle, kappa, amphithitre, kithaironic lion, demon jester).

*Frost, arcane, fire and shadow bolts improved accurcy.

*'Hold' spells such as false fetters and bolds of fire improved.

*Low level troop protection wards no longer cost a gem.

*Touch of madness and rage now cost a gem, to limit unintended AI casting.

*Exactly two general spells are harder to cast: Forge of the ancients and flaming arrows.

*Many cloud spells have greater area of effect.

CBM 1.5
Quote:
--At a glance change log--

*Growth/death and productivity/sloth have slightly higher impact on direct gold income.

*Slight increase in luck/misfortune's effect on number of events and event quality.

*Many weapons moved from construction 4 and 6 to 2 and 0.

*Magic bow ammunition doubled, and other improvements to them.

*Sandals of the crane and bell of cleansing no longer artifacts, hammer of the mountains made an artifact (with greatly increased damage).

*Gloves of the gladiator, wave breaker and serpent kryss have more attacks.

*Star of thraldom has much improved area of effect.

*Majority of troop summons, especially low level ones, cheaper.

*Domes much easier to cast.

*Many globals easier to cast/cheaper (applies to almost all globals, except those that generate gems and a few others like forge of the ancients and gift of health).

*Direct damage blood battlefield magic improved (hellfire, blood burst, harm, etc).

*A few troop summons made commanders (great eagle, kappa, amphiptere, kithaironic lion, demon jester).

*Improved accuracy for frost, arcane, fire and shadow bolts.

*'Hold' spells such as false fetters and bolts of fire improved.

*Low level troop protection wards no longer cost a gem.

*Touch of madness and rage now cost a gem, to limit unintended AI casting.

*Exactly two general spells are harder to cast: Forge of the ancients and flaming arrows.

*Many cloud spells have greater area of effect.

*Titan pretenders (those size 6, and completely human in form) 25-50 points cheaper, some with added paths, gem generation, or free troop summoning.

*Rainbows (those with pathcost 10) have added paths, research bonuses, and most 20-30 points cheaper.

*Moloch, Prince of Death, Gorgon (as very-easy-expansion chassis) cost more.

*Cylops (both a very-easy-to-expand-with and an easy-bless chassis) higher new path cost.

*Phoenix is reborn in battle with phoenix pyre.

*Troops wielding a single one handed weapon and no shield made 1 gold cheaper.

*Troops wielding a spear made 1 gold cheaper.

*Melee troops with very light armor made 1 gold cheaper.

*National military commanders cheaper/improved, basic independant commanders slightly more expensive.

*Assassins made cheaper, seduction more likely.

*Many heroes improved (contains Worthy Heroes).

*Sacred glamour cavalry more expensive.

*Some archers with normal or above average melee statistic tweaked downward.

*Elephants and mammoths somewhat more expensive and tire more easily.

*Boulder attacks can't be parried by shields.

*Several Ashdod mages reduced in power or made more espensive.
CBM 1.6
Quote:
Originally Posted by quantum_mechani View Post
This version is coming out a little early (some games are waiting for it) so an up to date readme and a split version of the mod will be along later. The change log posted here is fairly complete though, so combined with the old readme there shouldn't be any problems.

General changes:

*Clams, Blood stones and Fever Fetishes Unique items.

*Lord of Corruption stealth boosted.

*Midget Masher revamped: now does AOE 1 damage but needs lots of strength to work at all.

*Dancing trident 2a to forge -> 1a.

*Serpent king given more dominion.

*Great warlock given astral magic.

*Vampire queen got another -10 to new path cost.

*Gorgon 150 points.

*Herald lance cheaper.

*Tartarians -25% hp.

*The Sharpest Tooth, Percival the Pocket Knight, Holger the Head, Fenris' Pelt, Trident From Beyond, Carcator the Pocket Lich, Jade Mask all cheaper/easier to forge.

*Claymen 5 gems -> 3 gems.

*Hidden in Sand, Hidden in Snow cheaper again (this is partly due to trying to give water gems better value, and make earth help earth summons having trouble even with bloodstones involved).

*Naiad Warriors cheaper (this is also related to the clam change, the aim is to make them not just an OK deal but a great deal to help fill the void).

*Burnsaber's underwater mod water breathing item changes adopted (breathing items drastically cheaper).

*Juggernauts got awe.

*Many heroes given special weapons (either named after the hero or called hero's spear/morningstar/etc.), which are magic and most also have a bonus vs larger beings.

*Many heroes improved by autocasting personal luck in battle, you can tell they get the luck in battle if they have one of the weapons mentioned above.

*New forgable item added: Hero's Blade, 2e, const level 2 to forge. Mostly similar to sword of sharpness except on hit it does 15 extra ap damage to most enemies, and 45 ap to larger enemies.

*Treelords generate vine men instead of nature gems.

*Bell of Cleansing takes 2w, research 6.

*Umbrals cost 3 gems and are back at research level 5.

*Dragons and dragon scale mail got +2 protection value.

National Balance:

*Sounder of Boars, Sloth of Bears, Pack of Wolves, and Ambush of Tigers (one of the spells, the other one can't be accessed with mod commands) all research 0.

*MA Agartha got crossbows, capital only stone hurlers, a 10% random on golemcrafters, and lower research level on enchantment summons.

*EA and MA Agartha oracles 50 gold cheaper.

*Pans, Pandemonics, Panic Apostles and Capricorns all cheaper.

*Centaur archers 25 gold -> 22 gold.

*MA Oceania now gets mermages in coastal forts, and Capricorns only lose 1w when out of water.

*EA Atlantis coral priests now have a chance at magic, mages of the deep are cheaper, basalt pillars improved, and given a starting fort with more admin.

*Sauromatia poison archers increased to 20 gold (given the bug with them is unlikely to be fixed).

*MA man crones got improved randoms, cheaper knights of avalon, wardens and lord wardens everywhere.

*LA Bogarus Khlysts and Skopets cheaper.

*LA C'tis tomb wyrms got fear, grave consort slightly cheaper.

*Marverni druids 40 gold cheaper and cheaper boar warriors, board lord got 1 holy level.

*C'tis priest kings cheaper.'

*Tiger Riders, Wind Riders and Black Hunters cheaper.

*Kailasa capital only mages cheaper, and all sacred troops -5 gold.

*EA Arco engineer recruitable everywhere, mage engineer better at sieging.

*Niefel Jarl, Baal, Adon, Talmai Elder and Melquart increased prices.

Bug fixes:

*Chi shoes attack now a bonus weapon.

*Ry'leh hybrid trooper with -4 from two weapons got ambidex.

*Shade beast price fixed.

*Farm of plenty removed from game (it is bugged and has no effect).

*Thrown boulders have 5 ammo (it was an unintended nerf that they were 2 ammo last version).

CBM 1.7
Quote:
Originally Posted by WraithLord View Post
FYI. QM's latest CBM installment ver. 1.7 has been released.

For convenience here's the release notes quoting QM:
"
Changes:

*All titans (defined as size 6 humaniod pretenders with Dom 3+) spread dominion in their location much better than other pretenders

*Lord of Rebirth, Lord of Plenty and Mother of Rivers gem generation toned down

*Oracle new path cost increased.

*Soulless (from life after death) no longer have magic

*EA and MA Agartha heat preference +1, PD gives darkness at level 20

*EDM, WH 1.9, Mark of the Champion, and Armor Revamp merged into CB

*Skratti pretender boosted, minor cost tweaks to Enchantress and Great Druid

*Bane blades now reanimate those they kill as soulless

*Infernal disease 5 slaves -> 7 slaves

*MA Arco Chariot bug fix

*Virtue map move 4

*Wraith sword and hell sword cheaper

*New E booster replacing the now unique blood stone- 4e const6 Ring of Earth (unfortunately uses the slot of Boots of Antaeus)

*Jade Knife, Saguine Dousing Rod and Dwarven Hammer unique

*Forge of The Ancients now needs fire as well; MA Ulm has access to the spell at research level 0.

*Elemental Royalty all +1 to primary magic path

*Treelords autosummon vine men

*Iron angel more accessible for MA ulm

*Davana reset to base game price, Dakini 50 slaves -> 75

*Mackaka PD improved

*Unquenched sword cheaper

*EA Ulm shamen get astral (or rather, get astral back)

*Bell of Cleansing remade (more expensive, higher level, aoe but less damage)

*Blood and Conjuration sites with over 30% bonuses removed

*Kelp Fort rarer

*Frost and Fire Brand do slightly less damage

*LA Pyth reveler improved chance of blood/nature

EDM tweaks:

*Added AP to Roc beak

*Kraken, Asynja less magic

*Many small price tweaks

I'm not sure if I should call this a beta or a full release- there are some fairly radical changes here that need some testing, and no doubt some bugs as well. In any case, I'll try try to provide some justification for the more controversial changes.

On making SDRs, hammers and jade knives unique, the most obvious benefit is reduced micromanagement. Personally, I estimate around 1/4th of the time on my turns are probably a direct result of the first two items. For SDRs, they are also the most obvious way of combating the supremacy of blood in the absence of gem generators. Hammers on the other hand have the effect of making the typical 4e pretenders even more of a must. Toning down jade knives is the end mostly about nation balance, in short blood sacrifice nations already have a huge advantage, knives can really push them over the top in situations where they really should not have such an easy win.

Also, I'd like to thank all the people (Sombre, Llamabeast, Burnsaber, Endo) who made mods that were added to the CB mixture.

Download at: http://www.mediafire.com/?adyxdt2l566i6qn (sorry, I know it's full of popups)
"
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  #2  
Old January 10th, 2011, 01:57 PM

quantum_mechani quantum_mechani is offline
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Default Re: CBM Confusion

Unfortunately, CB has not really had a complete change-log since Dom 2. Even the backtracked changelog is not really complete as there are minor tweaks that don't make the list. That said, most changes should be fairly readily apparent to anyone considering X option (pretender, recruit, spell). Items are the only really tricky things, I have been thinking of making a special log for them and any changes to summoned unit stats.
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  #3  
Old February 10th, 2011, 10:42 PM

swapoer swapoer is offline
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Default Re: CBM Confusion

Why not just make a cbm item table just like in the manual?
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  #4  
Old February 11th, 2011, 08:02 AM
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Soyweiser Soyweiser is offline
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Default Re: CBM Confusion

Because it is not just "just". The creation of CBM is a rather large investment of time. If you think it is useful to make a item table, make one yourself. People will be thankful.
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  #5  
Old February 13th, 2011, 09:04 AM
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Default Re: CBM Confusion

If I were somehow able to get my hands on all versions of CBM I could then post a version by version diff here. So that it will be easy to follow the exact changes over time.

First things first, let's see if such a diff is useful.
Example: 1.0 and 1.1 diff
legend: line number (CBM 1) & c(hange) or a(ppend) & line number (CBM 1.1).
< - from CBM 1
> - from CBM 1.1

Code:
1c1
< #modname "Conceptual Balance Complete 1.00"
---
> #modname "Conceptual Balance Complete 1.1"
3c3
< #version 1.00
---
> #version 1.1
5c5
< #domversion 3.04
---
> #domversion 3.08
36a37
> -- Morkilus creates CB summary file, to better explian the mod's goals
44d44
< #turmoilincome 6
47,48c47
< #deathdeath 3
< #slothresources 15
---
> #deathincome 3
54a54,89
> 
> --Units summoned by pretenders
> 
> #newmonster 2878
> #copystats 39
> #copysprite 39
> #name "Soldier of the West"
> #descr "Soldiers of all kinds are drawn to the legandary banner of the Lord of War, General of the West. Some are remenants of the old army of the west under the pantocrator, others are simply warriors and mercenaries looking for a higher cause."
> #mor 12
> #end
> 
> #newmonster 2879
> #copystats 19
> #copysprite 19
> #name "Soldier of the West"
> #descr "Soldiers of all kinds are drawn to the legandary banner of the Lord of War, General of the West. Some are remenants of the old army of the west under the pantocrator, others are simply warriors and mercenaries looking for a higher cause."
> #mor 13
> #end
> 
> 
> #newmonster 2880
> #copystats 929
> #copysprite 929
> #name "Soldier of the East"
> #descr "Soldiers of all kinds are drawn to the legandary banner of the Celestial General. Some are remenants of the old army of the east under the pantocrator, others are simply warriors and mercenaries looking for a higher cause."
> #mor 12
> #end
> 
> #newmonster 2881
> #copystats 788
> #copysprite 788
> #name "Soldier of the East"
> #descr "Soldiers of all kinds are drawn to the legandary banner of the Celestial General. Some are remenants of the old army of the east under the pantocrator, others are simply warriors and mercenaries looking for a higher cause."
> #mor 13
> #end
> 
401a437
> #startdom 4
403d438
< #gemprod 5 2
406c441,446
< #descr "The Lord of the Gates is a demigod of immense size. He was given the task of guarding the Gates of Death in ancient times. He possesses considerable magical and physical might, and his eternal task of guarding the Gates has given knowledge of the Death and Afterworld. As a guardian of the Gates, he is accompanied by Shades from beyond whenever he goes into battle. His connection with the Gates provides him with two gems of Death magic each month."
---
> #domsummon 676
> #domsummon2 676
> #domsummon20 442
> #summon1 442
> #summon5 676
> #descr "The Lord of the Gates is a demigod of immense size. He was given the task of guarding the Gates of Death in ancient times. He possesses considerable magical and physical might, and his eternal task of guarding the Gates has given knowledge of the Death and Afterworld. As a guardian of the Gates, he is accompanied by Shades from beyond wherever he goes. The Lord of the Gates exerts great power over shades, and they pour forth from the underworld wherever he resides. This effect is especially powerful where the Lord of the Gate's dominion is strongest."
410a451,452
> #summon5 2878
> #summon1 2879
411a454
> #decr "This cunning man was once the General of the West in the old Pantokrator's armies. Needless to say he was a brilliant leader. In one of his many victories he was grievously wounded, but his master was so pleased with his performance that he saved him and ensured that this would not happen again. The general was given a divine body so that he should never fall in battle again. Now that the Pantokrator has fallen, the general calls himself Lord of War and is out to become the new God. Soldiers flock to his cause in whatever province he resides."
460a504
> #domsummon 517
527a572,574
> #summon1 2880
> #summon5 2881
> #decr "This wise man was once General of the East in the old Pantokrator's armies. After the General of the West had almost been slain, the Pantocrator got worried. As a precaution he granted his general a divine body so he would not easily be slain. Now that the Pantokrator has fallen, the general who calls himself the Celestial General is out to become the new God. Soldiers flock to his cause in whatever province he resides." 
739a787,795
> #newweapon 754
> #name "Hell Hooves"
> #dmg 10
> #att 4
> #def 0
> #len 0
> #nratt 5
> #end
> 
920a977,985
> #newarmor 264
> #name "Gold Plate"
> #type 5
> #prot 19
> #def -2
> #enc 4
> #rcost 20
> #end
> 
972a1038,1042
> -Oreiad
> #selectmonster 1650
> #seduce 20
> #end
> 
1022a1093
> #addreccom 1109
1232a1304,1335
> --Tir na n'Og EA
> 
> -Fir Bolg Militia
> #selectmonster 1749
> #gcost 9
> #end
> 
> -Fir Bolg Slinger
> #selectmonster 1758
> #gcost 10
> #end
> 
> -Fir Bolg Warrior
> #selectmonster 1757
> #gcost 12
> #end
> 
> -Fir Bolg Warrior (axe)
> #selectmonster 1756
> #gcost 12
> #end
> 
> -Fir Bolg Scout
> #selectmonster 1755
> #gcost 20
> #end
> 
> -Fir Bolg Champion
> #selectmonster 1750
> #gcost 30
> #end
> 
1431a1535,1546
> -Celestial Master
> #selectmonster 1544
> #clearmagic
> #custommagic 2816 100
> #custommagic 2816 50
> #custommagic 13440 100
> #magicskill 0 1
> #magicskill 1 1
> #magicskill 2 2
> #magicskill 4 1
> #end
> 
1504a1620,1632
> -Eagle King
> #selectmonster 1286
> #armor "Gold Plate"
> #armor "Crown"
> #end
> 
> -Unwinged
> #selectmonster 1674
> #armor "Gold Plate"
> #armor "Crown"
> #armor "Buckler"
> #end
> 
1712d1839
< #gcost 28
1717d1843
< #gcost 30
1722d1847
< #gcost 34
1727d1851
< #gcost 70
1737,1743d1860
< #newsite 890
< #name "Svartalfheim"
< #path 3
< #rarity 5
< #homecom 1010
< #level 0
< #end
1747d1863
< #startsite "Svartalfheim"
1761c1877
< #gcost 110
---
> #gcost 90
1766d1881
< #gcost 70
1769c1884
< #selectarmor "Light Weight Scale Mail"
---
> #selectarmor "Lightweight Scale Mail"
2059a2175,2176
> #makemonster1 1522
> #descr "The Polypal Mothers are the mothers of the whole race of Aboleths. From thier branches grow young Polypal Spawns that will grow into Aboleths, over the centuries. The Mothers are immobile and do not communicate in any way. A constant mental wail surrounds them that seems to have some effects on thier spawn, but even the oldest Aboleth Mind Lords do not fully comprehend the will of the Mothers. The Polypal Mother spawns a handful of Polypal Spawns each month. With the growing power of the reawakened god, the numbers of monthly spawns is increaseing. If a Polypal Mother is slain she will let out a death wail that stuns everyone neraby. The Mothers are able to call on the aid of the Gibodai." 
2064a2182
> 
2335a2454,2485
> --Eriu ME
> 
> -Milesian Spearman
> #selectmonster 1780
> #gcost 9
> #end
> 
> -Fir Bolg Slinger
> #selectmonster 1785
> #gcost 10
> #end
> 
> -Fir Bolg
> #selectmonster 1787
> #gcost 12
> #end
> 
> -Fir Bolg (axe)
> #selectmonster 1786
> #gcost 12
> #end
> 
> -Fir Bolg Champion
> #selectmonster 1788
> #gcost 30
> #end
> 
> -Milesian Champion
> #selectmonster 1783
> #gcost 25
> #end
> 
2377a2528,2536
> -Master Smith
> #selectmonster 325
> #clearmagic
> #magicskill 0 1
> #magicskill 3 2
> #custommagic 1024 10
> #custommagic 2432 10
> #end
> 
2498c2657
< #gcost 14
---
> #gcost 13
2556a2716,2726
> -Celestial Master
> #selectmonster 803
> #clearmagic
> #custommagic 11008 100
> #custommagic 11008 50
> #magicskill 2 2
> #magicskill 4 1
> #magicskill 3 1
> #magicskill 1 1
> #end
> 
2648a2819,2829
> -Earth Reader
> #selectmonster 1473
> #mapmove 2
> #custommagic 1664 10
> #end
> 
> -Golem Crafter
> #selectmonster 1474
> #end
> 
> 
2670a2852
> #name "Demonbreed"
2778c2960
< #gcost 110
---
> #gcost 90
2783d2964
< #gcost 70
3387c3568
< #addreccom 807
---
> #addreccom 2778
3460a3642
> #addrecunit 1355
3693a3876,3880
> -Nagini
> #selectmonster 1325
> #seduce 20
> #end
> 
3713a3901
> 
4042c4230
< #prec 2
---
> #att 2
4200c4388
< #fatiguecost 3000
---
> #fatiguecost 4000
4488a4677,4681
> #selectspell "Summon Yazatas"
> #researchlevel 1
> #fatiguecost 1200
> #end
> 
4600d4792
< #nreff 1027
4611a4804
> #precision 0
4629,4631c4822,4824
< #range 35
< #fatiguecost 40
< #researchlevel 7
---
> #range 30
> #fatiguecost 50
> #researchlevel 6
4910c5103
< #fatiguecost 7000
---
> #fatiguecost 6000
5071d5263
< #pathlevel 0 4
5117a5310,5313
> #selectspell "Faery Trod"
> #fatiguecost 1500
> #end
> 
5256a5453,5459
> #selectspell "Carrion Woods"
> #researchlevel 0
> #fatiguecost 5000
> #pathcost 0 5
> #pathcost 1 4
> #end
> 
5342c5545
< #selectspell "Claws of Cocytus"
---
> #selectspell "Claws of Kokytos"
5444c5647
< #fatiguecost 900
---
> #fatiguecost 1000
5448c5651
< #fatiguecost 1400
---
> #fatiguecost 1800
5463a5667,5673
> --Yazatas
> #selectmonster 1607
> #armor "Gold Plate"
> #armor "Crown"
> #armor "Buckler"
> #end
> 
5512a5723,5727
> -- Succubus
> #selectmonster 811
> #succubus 25
> #end
> 
5950,5954c6165
< #weapon 55
< #weapon 55
< #weapon 55
< #weapon 55
< #weapon 55
---
> #weapon "Hell Hooves"
6105,6108d6315
< #selectitem "Skull Staff"
< #mainlevel 3
< #end
< 
6146,6149d6352
< #selectitem "Starshine Skullcap"
< #mainlevel 3
< #end
< 
6230,6233d6432
< #end
< 
< #selectitem "Water Bracelet"
< #mainlevel 2
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  #6  
Old February 16th, 2011, 09:11 AM

itsmu itsmu is offline
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Default Re: CBM Confusion

I only recently started playing with CB, and since it's currently v1.82 and doesn't seem to have a central source of documentation I've been struggling to find a list of all the changes too.

Thanks for putting all those changelogs in one post, it's very helpful.
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  #7  
Old February 18th, 2011, 12:31 PM

kianduatha kianduatha is offline
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Default Re: CBM Confusion

So what you're really looking for is a summary of the changes of CBM from vanilla? I can try to make something readable that summarizes everything from vanilla to 1.82. Part of the issue is that those changelogs you see aren't exhaustive either--the mod is really really big and changes a lot of things. The best ways to go about figuring out the changes are to either muck through the .dm file or just play a few games and get surprised a bunch. I'll try over the next few hours to make a compilation of all the changes in some readable format, though.
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  #8  
Old February 18th, 2011, 04:39 PM

kianduatha kianduatha is offline
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Default Re: CBM Confusion

Here's what I have so far, about 1/5 of the way through. Feel free to give comments/feedback on the format etc.


-Scales. Misfortune is more powerful, death and sloth scales affect income by 3% instead of 2%.

-Weapons.
Code:
Bows and Crossbows have 5 less range

Throwing Axes have higher precision and more damage

Boulders are more powerful, mostly by being unblockable by shields.

Glaives and Naginatas are attack 0 instead of -1. 

Machaka Spear has a defense of 0 instead of -1.

Heavy cavalry's Hoof attack changed to a more powerful Warhorse Hoof with higher damage(12) and attack(2).
-Armor.

-Gods. Most Gods' special weapons got buffed. Divine Flails and Lightning are much scarier. Also there are many price alterations. Quift made a spreadsheet of them! https://spreadsheets.google.com/ccc?...COSw6t8J#gid=0

Code:
All Titan and Titan-like pretenders get Domspread 2.

Winged Titans and Son of the Sun(both types) have Awe.

Rainbow pretenders generally have a researchbonus, more paths.

Dragons have 22 protection, except Carrion Dragons who entangle like a vine shield.

Manticores have higher attack, defense, fear, scarier weapons and a ranged attack.

Cyclops is more expensive, has a higher path cost(80)

Gorgon is much much more expensive at 150.

Monoliths generate 2 Nature gems a turn.

Fountain of Blood generates 3 blood slaves a turn, is better at bloodhunting.

Mother of Rivers casts Rain in battle and makes 4 water gems a turn.

Son of the Sun(fire) generates 2 Fire gems a turn.

Lord of Rebirth generates 1 Nature and 1 Death gem a turn.

Lord of Plenty generates 1 Earth and 1 Astral gem a turn.

Celestial General and Lord of War get 5 heavy infantry and a cavalry every turn.

Bull pretenders have reinvigoration 2 and less encumbrance.

Son of Fenrer domsummons Dire Wolves. 

Great Enchantress is ethereal.

Divine Emperor casts Fanaticism in battle.

Father of Serpents and 

Jade Emperor prevents most bad events and reduces unrest by 10.

Lord of the Gates domsummons many shades and a few shade beasts.

Lord of the Forest domsummons Moose, Boars and a few Great Bears.

Lord of the Sky domsummons Black Hawks

Vampire Queen has stealth.

Mother of Monsters domsummons Cockatrices.

Virtue has Astral magic in addition to Air!

Phoenix casts Phoenix Pyre in battle, has Awe.
-Units. In general, prices of archers have been normalized to 10 gold

-Arcosephale EA. Engineers are recruit anywhere, most troops/commanders cheaper.
Code:
Peltasts, Cardaces 10g --> 8

Icarids 18g --> 13

Chariots 45g --> 30

Chariot Archers 55g --> 35

Wind Riders 125g --> 80

Myrmidon Champion 35g --> 30

Skeptic 50g --> 25

Icarid Champion 50g --> 35

Chariot commander 70g --> 40

Engineer 60g --> 40 but Castle Defense 30 --> 10

Wind Lord 175g --> 100

Oreiad a better seducer (10 --> 12)
-Ermor EA. Bishops are recruit everywhere.
Code:
Leve 10g --> 8

Accensus 8g --> 7

Rorarus 10g --> 9

Hastatus 12g --> 10

Lizard Auxiliare 10g --> 12

Equite 40g --> 25

Equite of the Sacred Shroud 65g --> 50, att 10--> 12, def 12--> 13

Centurion 30g --> 25

Legatus Legionis 70g --> 60
-Ulm EA. Archers and Warrior Maidens are weaker, Male Warriors get higher ambidextrous and berserk.
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  #9  
Old February 20th, 2011, 02:08 AM

kianduatha kianduatha is offline
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Default Re: CBM Confusion

-Ulm EA. Archers and Warrior Maidens are weaker, Male Warriors get higher ambidextrous and berserk +1. Shamans got Astral included in their randoms.
Code:
Archer mapmove 2-->1, str 11-->10, hp 12-->11,
morale 11-->10, replaced shortsword w/ dagger.

Warrior Maiden 12g-->14, prec 12-->11, mor 12-->11.

Axe, Forest Warrior ambi 1-->2,

Warrior att 10-->11, ambi 1-->2

Mountain Warrior att 11--12, ambi 1-->3

Steel Warrior 25g-->20

Shaman's 1.5 random picks FEDN to FESDN

Antlered Shaman 10% FEDN pick to 50% FESDN
-Marverni. Druids cheaper, Boar Lords get some cool stuff. Some new national spells--see the Spells section.
Code:
Horn Blower 20g --> 15

Javelineer 9g --> 8

Ambibate Bare Chested Warrior 11g --> 10

Ambibate Noble Warrior 14g --> 13

Carnute Bare Chested Warrior 13g --> 10,
Morale 11 --> 12, att 10 --> 11

Carnute Noble Warrior 17g -->13,
Morale 12 --> 13

Eponi Knight 30g --> 22, hoof attack.

Boar Warrior 30g --> 20, Morale 13 --> 14

Marverni Chieftain 30g --> 25

Vergobret 50g --> 40

Ambibate Chieftain 35g --> 30, standard 10.

Carnute Chieftain 40g --> 30

Eponi Chieftain 60g --> 40, gained hoof attack.

Boar Lord 100g --> 50, Priest 1, reinvig 4,
HP 15 --> 16, Morale 14 --> 15, Str 13 --> 14,
Att 13 --> 15, Def 11 --> 14, magic entangling axe.

Druid 380g --> 340
-Tir na n'Og. Various national spells--see the Spell section. Lower encumbrance across the board.
Code:
Fir Bolg Militia 10g --> 9

Fir Bolg Warrior(both kinds) 13g --> 11

Fir Bolg Champion 45g --> 25

Ri Awe +1
-Fomoria. Lower encumbrance for Firbolgs/Nemedians, higher for full Giants.
Code:
Fir Bolg Warrior 13g --> 11

Fomorian Giant 110g --> 90

Fomorian Champion 45g --> 40

Unmarked Champion 120g --> 70
-Sauromatia. Starting troops changed. 15 Archers now 10 Raiders.
Code:
Archer 10g --> 11

Amazon 13g --> 11

Raider 20g --> 17, gained hoof att, prec 8 --> 10.

Lancer gained Hoof attack.

Sauromatian Raider 25g --> 19, gained hoof att, prec 8 --> 10

Sauromatian Lancer 25g --> 24, gained hoof att, prec 8 --> 10

Sauromatian Cataphract 40g --> 30, gained Warhorse Hoof

Androphag Archer 12g --> 20

Hydra Hatchling 35g --> 20

Hydra 250g --> 200

Hydra Tamer 40g --> 20

Manflayer 100g --> 55

Chieftain 60g --> 30

Sauromatian Manflayer 80g --> 50

Warrior Priestess 110g --> 60

Warrior Queen 90g --> 65

Warrior Sorceress 160g --> 140
-T'ien Ch'i EA. Master of the Five Elements gained a 10% random.
Code:
Footman 10g --> 8

Footman(glaive/spear and shield) 10g --> 9

Archer Morale 10 --> 9

Celestial Master got a 10% FAWEN random.

Horseman got a Hoof attack.
-Mictlan EA. Moon Warriors got magic weapons.
Code:
Warrior(unarmored) 9g --> 7

Warrior(Mictlan armour) 9g --> 7

Warrior(spear, javelin) 9g -->7, mor 10 --> 11

Warrior(mace) 9g --> 8, mor 10 --> 11

Feathered Warrior 18g --> 14, mor 11 --> 12

Sun Warrior 17g --> 15, mor 12 --> 13,
att 11 --> 13, def 11 --> 12, prec 10 --> 12
-Abysia EA. Got Flare as a research-0 national spell.
Code:
Salamander 60g --> 45

Beast Trainer 75g --> 25

Warlord 60g --> 30, mor 13 --> 14,
Att 12 --> 14, def 10 --> 11

Warmaster att 13 --> 15, def 11 --> 12

Slayer 80g --> 50

Demonbred Assassin 100g --> 60
-Caelum EA. Ice weapons get an AP Freeze extra, Raptors lower enc.
Code:
Spire Horn Warrior 10g --> 7

Spire Horn Warrior(shield) 10g --> 8

Tempest Warrior 15g --> 12, lightning immune.

Caelian Light Infantry 10g --> 9

Raptor 10g --> 7, enc 4 --> 3

Raptoran Warrior enc 4 --> 3

Mammoth 120g --> 140, prot 13 --> 12, enc 3 --> 4

Tempest Lord lightning immune. 

Harab Seraph enc 4 --> 3

Eagle King Fire Plate --> Gold Plate
-C'tis EA. Got Terror as a Research-0 national spell.
Code:
Militia 7g --> 5

Light Infantry 10g --> 8

Falchioneer 13g --> 12, att 10 --> 12, ambi 2 --> 3

Runner 12g --> 11, ap 16 --> 22

Sacred Serpent 30g --> 19

Taskmaster 30g --> 20

Commander of C'tis 40g --> 25

Lizard Lord 60g --> 40

Hierodule 40g --> 35

Lizard Heir 120g --> 60, hp 15 --> 16

Lizard King 280g --> 240
-Pangaea EA. Got Panic as a research-0 national spell.
Code:
Satyr Sneak 10g --> 8

Satyr(javelin) 10g --> 8

Satyr(buckler) 10g --> 8

Satyr Warrior 13g --> 11

Minotaur 40g --> 30

Minotaur Warrior 50g --> 35

Centaur 30g --> 22

Minotaur Lord 65g --> 40

Centaur Hierophant 90g --> 80

Panii 350g --> 320
-Agartha EA. PD 20 grants darkness. Prefer Heat-1 now. All Agarthans get mountain survival.
Code:
Wet One 10g --> 9

Pale One 10g --> 9

Troglodyte Lord 90g --> 50

Ancient Lord 90g --> 60

Ancient Stone Hurler(both types) 45g --> 35

Oracle(all kinds) 400 --> 350
-Vanheim EA. Reduced Encumbrance for all Glamour units.
Code:
Serf Warrior 8g --> 7

Fay Boars 100g --> 75
-Helheim EA. Reduced Encumbrance(3-->2) for all Glamour units.

-Niefelheim EA. Increased Encumbrance(2-->3) for Niefel Giant, Lord.
Code:
Hurler def 7 --> 9

Jotun Javelinist mor 12 --> 13

Niefel Giant enc 2 --> 3, chill aura 15 --> 8

Jotun Herse 60g --> 50

Niefel Jarl 500g --> 600, enc 2 --> 3,
chill aura 15 --> 10
-Kailasa. New commander--Avati Chieftain as a cheap commander.
Code:
Atavi Archer att 10 --> 8, def 10 --> 8

Atavi Infantry 9g --> 8

Bandar Light Archer HP 16 --> 17, mor 12 --> 10
att 11 --> 10, def 9 --> 8

Bandar Warrior 20g --> 18

Bandar Swordsman HP 18 --> 19, att 11 --> 12,
def 9 --> 8

Guhyaka 35g --> 30

Yavana 40g --> 35

Yavana 35g --> 30

Bandar Commander 50g --> 40

Yakshini 360g --> 320, awe +1 --> +3

Yaksha 360g --> 320
-Lanka.
Code:
Asara 35g --> 25

Anusara 35g --> 25, enc 3 --> 2

Bandar Commander 50g --> 40

Bandaraja 75g --> 50, standard 10

Manushya Rakshasi seduce 10 --> 12
-Yomi. Bakemono size 2 --> 1.
Code:
Bakemono-Sho(club & yari) 8g --> 7

Bakemono Archer 8g --> 9, mor 8 --> 7,
att 10 --> 8, def 10 --> 8

Bandit(yari) got heavier armor

Bandit(shortbow) mor 10 --> 9

Ko-Oni 12g --> 10

Ao-Oni 20g --> 15

Aka-Oni 25g --> 20

Oni 40g --> 35

Kuro-Oni 50g --> 45

Bandit Leader 35g --> 25

Demon General 100g --> 80

Oni General 150g --> 130
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  #10  
Old February 20th, 2011, 03:50 AM

Finalgenesis Finalgenesis is offline
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Default Re: CBM Confusion

Incredibly useful, thanks for the effort.

I'm already picking up things I'd never knew or find out otherwise, like boulder unblockable by shields, various pretender specials ...etc
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