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Patch 1.0.1.75

  • Cavalry will now have the Unsettling, Noxious, Terror abilities if the mount type has it (and the unit doesn't have a superior ability from other factors, ie culture/race/unit template).
  • Subterranean cultures are now much less likely to generate a wide variety of cavalry unit types. They will usually have 1 now - but sometimes none, and sometimes more.
  • Some cultures now have a chance to generate chariot unit types even if they don't have the chariot trait. This is more likely to happen for primitive cultures.
  • Cultures can now have multiple Mount traits. The Default/Primary Culture Mount is no longer linked to the Mount traits, which fixes a few bugs, and allows for a variety of Mounts.
  • Flying creatures are now much less likely to be assigned as the 'Primary Culture Mount'. Instead when the generator rolls such a mount, it will usually be a (non-primary) Mount Trait, and thus assigned to specialized/elite units.
  • Unit and unit type mounts are now specified (when relevant) in the Army and Military windows.
  • Increased the number of Culture factors affecting Chariot Unit Type generation, creating a greater range of stats (based on the type of unit and culture). Added a chance for Chariot Units to have ranged weapon. Cultures with the Chariots trait will tend to have better Chariot units than those without it.
  • Slightly reduced the average number of unit types created for cultures.
  • Fixed a number of monsters not valid for unit mounts being in the pool for Default/Primary Culture Mounts and thus sometimes leading to weird situations when the game tried to resolve the stats for a non-existent unit type.
  • Fixed chariot units not being generated by the dynamic unit generator.
  • Fixed cavalry not being given the Flight, Limited Flight and Leap abilities from their mounts, if relevant.
  • Fixed a bug causing some units to have generic Mounts even when there is one or more culture-specific mounts.
  • Fixed a bug causing Custom Constructs (Golems) to be given a World Movement stat of 0. Existing games with this issue are retroactively fixed (by setting World Movement to Battle Movement) on loading the game.
  • Fixed Custom Constructs not having a Skill rating for their ranged attacks.