Stand-alone installer for the latest version of EitB, also rolling in the previous version (v10) which was not released on moddb and Sareln's Nox fix. Just run the installer and make sure it exports to the correct file (Beyond the Sword/Mods) - made using Steam so it may try to put it there.
The last two versions of this mod have been done by me, but are based greatly off the work Sareln had already done in development of this mod. I would like to thank Sareln first and foremost, as well as the advice of all the community members of Realms Beyond and Civfanatics who have offered their support and advice, especially Magister and Terkhen, who answered many questions about modding and of course, the original creators of this fabulous mod.
Version 11 adds a lot of balance changes to leaders. Three new adept spells are added which let Summoner leaders summon weakened versions of the mage summons with their adepts. A lot of the tech costs for late era techs were revised and the Luchuirp had
Stand-alone installer for the latest version of EitB, also rolling in the previous version (v10) which was not released on moddb and Sareln's Nox fix. Just run the installer and make sure it exports to the correct file (Beyond the Sword/Mods) - made using Steam so it may try to put it there.The last two versions of this mod have been done by me, but are based greatly off the work Sareln had already done in development of this mod. I would like to thank Sareln first and foremost, as well as the advice of all the community members of Realms Beyond and Civfanatics who have offered their support and advice, especially Magister and Terkhen, who answered many questions about modding and of course, the original creators of this fabulous mod.Version 11 adds a lot of balance changes to leaders. Three new adept spells are added which let Summoner leaders summon weakened versions of the mage summons with their adepts. A lot of the tech costs for late era techs were revised and the Luchuirp had the cost of their golems cut.
Version 10 rolled in most of Sareln's planned changes, as well as buffing planar gates, making Hyborem's forces dependent on the world population, buffing the Khazad, fixing Keelyn's puppets, nerfing druids and fawns.Lots of other changes included in the changelog. Unfortunately, this didn't end up being in the installer, so I've spoiled it here:
Erebus in the Balance Version 11 Changes
Building Change: Governors Manor stops being a
courthouse, price change 180h->120h, loses maintenance reduction
Unit Change: Axeman lose Mithril Weapons (NOTE: Pyre
Zombies/Chaos Marauders still use Mithril Weapons (Deliberate))
Tech Change: Rage, Righteousness, Commune with Nature,
Theology and Malevolent Designs have their price reduced to 65% of current.
(CwN/Rage:6800->4420 Theo:7600->4940 MD/Right:7400->4810)
Tech Change: Divine Essence price decreased from
9600->9000
Tech Change: Feral Bond price reduced 1200->1000
Trait Change: Hannah the Irin: FIN/RAI -> FIN/RAI/INS
(Insane)
Trait Change: Keelyn: CRE/SUM -> CRE/SUM/ING
Trait Change: Volanna: AGG/EXP -> AGG/CRE
Trait Change: Averax the Cambion: AGG/CRE/BAR ->
AGG/EXP/BAR
Trait Change: Os-Gabella: SPI/SUM -> SPI/CHA
Unit Change: Marksman now buildable (no level
requirement)
Unit Change: Chariots require Trade (instead of
Construction)
Unit Change: Horse Archers (and replacements) gained +40%
vs Recon
Bug Fix: Chalid Astrakien can use the Crown of Brilliance
Spell
Event Change: Event Sign 3 now gives 20-50 g, average 35,
for “Use these signs as an excuse to raise taxes.”
Bug Fix: Turn Number is only displayed once, not twice
(with one being incorrect).
Promotion Change: Favored now only offers 20freexp (from
30), as originally intended
Unit Change: Golems reduced to 100% of the price of the
unit they replace. (Wood Golem: 60h->45h, Iron Golem: 180h->120h,
Clockwork Golem: 320h->240h, Gargoyle: 180h->120h, Nullstone, Mud, Flesh
and Mithril Golems unchanged.)
Art Change: Mobius Witches and Revelers now call on the
correct art
Trait Change: Summoner now gives Spell Extension 1 to
Arcane units.
Unit Change: Lesser Versions of Host of Einherjar, Pit
Beast, and Spectre created. These units have -2 Strength and -1 Move compared
to their originals.
Spell Change: Summon “Lesser” Einherjar, Pit Beast and
Spectre’s created. These require only the first spell sphere and the summoner
promotion.
Unit Change: Scorpion Clan Archers have their strength
reduced by one (to 2/4 +1 poison).
Unit Change: Mobius witches now spawn at 5xp/lvl 2 (one
promotion available).
Current Known Issues:
Tower of Mastery doesn’t read from Team wonders, only
national (Once solved, implement Towers are team wonders change)
Tower of Mastery Requires Omniscience Game Option not
implemented yet
Built Mobius Witches do not receive xp from civics but do
receive promotions from SotC
Planar gate units do not receive xp from civics
Erebus in the Balance Version 10 Changes
Stricken changes are altered in v11.
Unit Change: Chaos Marauder: Is buildable, Cost: 45H,
Requires: Planar Gate, Carnival
Unit Change: Manticore: Is buildable, Cost: 240H,
Requires: Planar Gate, Grove
Unit Change: Mobius Witch Is buildable, Cost: 150H,
Requires: Planar Gate, Mage Guild
Unit Change: Minotaur: Is buildable, Cost: 240H,
Requires: Planar Gate, Obsidian Gate
Unit Change: Reveler: Is buildable, Cost: 150H, Requires:
Planar Gate, Gambling House
Unit Change: Succubus: Is buildable, Cost: 150H,
Requires: Planar Gate, Public Baths
Unit Change: Tar Demon: Is buildable, Cost: 150H,
Requires: Planar Gate, Temple of the Veil
Building Change: Khazad Palace Loses Gold Resource, Gains
Enchantment Mana
Ritual Change: Elegy of the Sheaim Cost Halved: 600H
-> 300H
Ritual Change: Hallowing of the Elohim Cost Halved: 600H
-> 300H
Unit Change: Boost Mud Golem Cost: 50H -> 75H (Same
base cost as Worker)
Unit Change: Puppets gain SPECIALUNIT_SPELL which means
they are in the same class as floating eye, fireball, and meteor and do not
benefit from SUMM (Summoner Balsareph Exponentiation Problems)
Bug: Match Grigori Tavern cost to the new Tavern cost
Crash: Nox Noctis Crash fixed
Unit Change: Increase Fawn Cost: 60H -> 75H
Trait Change: Varn Gosam trait change: SPI/CHM (ADA)
-> SPI/CRE (ADA)
Building Change: Planar Gate Cost Reduced: 300H ->
250H
Building Change: Planar Gate Doubled by Summoner
Building Change: Planar Gate Spawn rates changed to the
following: Increased to Roughly a Third of the AC, number of units changed to
as bracketed [] (5% 0->9 [2], 10% 10->29 [4], 13% 30->39 [8], 17%
40->49 [10], 20% 50->59 [12], 23% 60->69 [14], 27% 70->79 [16], 30%
80->89 [18], 33% 90-99 [20], 40% 100 [25])
Bug: Thessalonica's Alignment (Good -> Neutral)
Bug: Furia's Alignment (Evil -> Neutral)
Building Changes: Subtowers are Team Nationals
(Alteration, Necromancy, Divination, Elementalism) (REVERTED until Tower of
Mastery issue solved)
Unit Change: Spawned Mobius Witches appear with 5xp and level
3 (/10xp) level 2 (/5xp)
Unit Change: Built Mobius Witches now appear with 5xp and
level 3 (/10xp) level 2 (/5xp) and a chance of starting with any level 1 spell
spheres
Art Change: Mobius Witches now use the Calabim mage
artstyle
Art Change: Revelers now use the Mobius Witch art style
Setup Change: Removed No Baron Duin Halfnorn as an option,
replaced with Tower of Mastery requires Omniscience [Game option not
implemented yet]
Building Change: Khazad Vault Thresholds Halved To:
Empty: [<25 gold per city{-1 happy}], Low: [25-49 gold per city {-1 happy}],
Normal: [50-74 gold per city {No Effect}], Stocked: [75-99 gold per city {+1
happy}], Abundant: [100-149 gold per city {+10% hammers and +2 happy}], Full: [150-249
gold per city {+25% hammers and +2 happy}], Overflowing: [>249 gold per city
{+40% hammers, +3 happy, and +25% GPP}]
Bug Fix: Teutorix is now a Malakim-only unit
Bug Fix: Fixed the PBEM Turn 0/1 issue
Promotion/Effect Change: Bless gives +15 Fire Resistance
along with +1 Holy Strength
Promotion Change: Upgrades are free for Adventurers
Spell Change: Pillar of Fire available at Righteousness to
Chalid
Unit Change: Chalid moved back to Religious Law
Civilization Change: The Infernal now have their spawning
units changed to the following: Number of (2*Manes), Axes, Workers and Settlers
is equal to the average number of enemy cities divided by two. Spawned
longbowmen now start with iron weapons. As well as the rest, they receive one
extra settler with the starting settler promotion. Other units (2 Champions,
Hyborem, Imp, 2 Longbows) are unchanged.
Promotion Change: Hero promotion gets free upgrades
(really only applies to Grigori Adventurers)
Strip druids of Channelling 1-3 promos. Grant Earth
1-3/Nature 1-3 instead
Spell Change: Tier 4 Priest Spells require the
appropriate Unitclass (prevents Druidic abuse)
Civilization Change: Infernal Cities now start with 6,
not 3, population
Trait Change: Summonor gives +4bpt
Civic Change: Overcouncil and Undercouncil now each
available at Trade
Civilopedia Change: many entries updated. Credits to
Bobchillingworth, myself, RefSteel, TheIanOakley, KillerClown, Maksim, Amelia,
Bramble