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This turned into FF+ once Vermicious Knid joined the team. The idea was to make these more unique and fun.
#Rise from erebus wiki mods#
Those two mods were called Malakim+ and Doviello+.
#Rise from erebus wiki mod#
The Mod started out as an update to Malakim I believe, or maybe Doviello I forget which was first, by Valkrionn our team leader. The stuff I mentioned above was what is new in 1.3, I didn't really mention the base it updates much. I was being vague on purpose because I was too tired to write a lengthy post at the time (still tired). Everything else seems to be engine-optimization or AI fixes. Can you give a synopsis of the philosophy of the mod relative to the mod(s) it is based off of? I've played many hours of FFH, but am not familiar with Fall Farther (so if you can explain some of the philosophy behind *that* mod, that'd be cool, too).įrom what you've typed up I see slow workers, a change in unhealth, and something to do with animals. I've underlined the parts where you tell us what Erebus *is*, and I don't see enough information to even bother to go digging in the changelog file. Grey Fox wrote: What is Rise from Erebus?

Our aim is to continue working on Rise from Erebus till we have reached a polished finished product and after that several of the team members have a mod planned for Civ5 (not in the FfH universe). We also have plans for 1.5, and other versions up to 2.0. Should be a blogpost about it within a few weeks). After that we will push out 1.4 which includes changes to Leaders including a bunch of new ones as well as a makeover for the magic system (no more Fire I, II, III promotions, instead you take Fireball, Blaze etc, and other changes. We are working on stuff we waited with implementing so we could release 1.3 earlier and bug crunching atm, so expect several patches in the coming weeks. But it includes stuff like python optimizations, OOS fixes, bug squashing, changes to the animal system, changes to the improvements and workers, modular python, a launcher that can enable/disable modules and maps and start the mod with a certain save (quick, auto or browse for a save), etc.Īnd here is the download thread CivFanatics (link to changelog can also be found in there):
#Rise from erebus wiki Patch#
In the future we will give everyone access to the SVN so you can play the very latest revision if that's your thing, and each patch will be much more frequent.ġ.3 includes way too much for me to write it in this post, so I'll leave you with the link to the Changelog our blog. More work needed there definitely and we got much planned. There are plenty of concerns regarding the health and build changes and we are addressing some of that shortly in the first patch, hopefully we'll get it closer to a more fun balance. It's still not very balanced, especially since a few rather gameplay affecting changes came in pretty recently with the slower worker builds and more unhealthiness from population (2 instead of 1). And will continue to be so for quite some time. It changes a whole lot, and it is in development unlike the mods it is based on. Rise from Erebus is a mod for Civilization 4: Beyond the Sword based on the popular mod Fall Further, which in turn is based on the most popular mod for Civ Fall from Heaven 2 (by the OO member Kael if you didn't know). We've been working on this almost all year and it's nice to finally give the players a chance to test it.


As a team member of Rise from Erebus I'd like to announce that version 1.3 is finally released to the public.
