v.95 Changes From a Modder's Perspective
When every new release comes out, the first thing I do is compare the XML files for changes that are important or helpful for modding. I haven't tested anything. I've just compared the old and new files using BeyondCompare just to see the differences. Here are my observations:
1> Shop Values have been cut approximately in half across the board.
2> Goodie Huts have eliminated the <IconSize> tags. They may cause a problem if you leave them but they may just be ignored. However, it is significant that Stardock removed them. They seem to generally leave obsolete tags in the XML.
3> For Goodie Huts, the <GiveItem> tag now accepts rarity values (Common, Uncommon, Rare) as well as specific items. This allows you to give a random item of a particular rarity.
<Treasure>
<Title>Found Item</Title>
<Desc>The butcherman kept a small pouch of items from his life, including an item of value.</Desc>
<Liklihood>100</Liklihood>
<GameModifier>
<ModType>GiveItem</ModType>
<StrVal>Common</StrVal>
</GameModifier>
</Treasure>
4> I don't know if it is new or not but Resources can be given as a <Treasure> from a goodie hut:
<Treasure>
<Title>Ogre Camp</Title>
<Desc>A tribe of Ogres lives here. </Desc>
<Liklihood>100</Liklihood>
<GameModifier>
<ModType>Map</ModType>
<Attribute>CreateResourceHoard</Attribute>
<StrVal>Wild_Ogres</StrVal>
</GameModifier>
<GameModifier>
<ModType>Resource</ModType>
<Attribute>TileYieldEssence</Attribute>
<Value>1</Value>
</GameModifier>
</Treasure>
5> It looks like some new items have been added and some existing items changed. The old and new CoreItems file doesn't match up well with BeyondCompare anymore so it's hard to tell for sure.
6> The number of default players on each map size was increased by 1.
7> Henchmen now are <SupportedUnitModelType>s for mounts and can now should be able to equip mounts.
8> New Player Ability Type:
<PlayerAbilityType InternalName="A_UnitStat_Accuracy">
<DisplayName>Unit Accuracy Bonus</DisplayName>
<Description>Provides a bonus to the Accuracy of all units.</Description>
<Icon>Stat_Accuracy_Icon.png</Icon>
</PlayerAbilityType>
9> Some default values for other AbilitiyTypes has changed.
10> The Krax lost the <SelAbilityBonusOption> OneHandedSpears. It appears to have been replaced with the Defensive ability bonus.
<Prereq>
<Type>AbilityBonusOption</Type>
<Attribute>Defensive</Attribute>
<Target>Player</Target>
</Prereq>
11> I don't know if UnitStat_BashChance is new, but many blunt weapons have gained this special. This seems to be the biggest change to weapons other than ShopValue.
</GameModifier>
<GameModifier>
<ModType>Unit</ModType>
<Attribute>AdjustUnitStat</Attribute>
<StrVal>UnitStat_BashChance</StrVal>
<Value>100</Value>
<Provides>Bash- Has a chance equal to the damage done of knocking the victim prone</Provides>
</GameModifier>
12> New Generic Unit Type for Races: Sage
13> New resource type, Essence. It appears that Essence comes from elemental shards.
14> New SpellBookCategory: City
15> Some, but not all, city spells (apparently mostly the buffs) no longer have a Mana maintenance but provide benefits based on city's essence.
16> Spells now have a <FormattedDescription> tag that take the C style string token for decimal values (i.e. %d) The %d was the only one I saw used but it would be interesting to test other tokens like %s to see if they work also. They appear to be used for calculated values.
<FormattedDescription>All enemy units take %d poison damage per turn for 10 turns, unless they resist.</FormattedDescription>
17> Along with that is this boolean tag in the <GameModifier> tag:
<IsForFormattedDescription>1</IsForFormattedDescription>
18> Champions gained the Unrest attribute.
<GameModifier>
<ModType>Resource</ModType>
<Attribute>Unrest</Attribute>
<Value>-5</Value>
<Provides>-5% Unrest in the city this unit is in</Provides>
</GameModifier>
19> All UnitTypes gained the <ClothMapScale> tag. I suspect this tag is important and should be added to all custom UnitTypes.
<ClothMapScale>1.6</ClothMapScale>
20> In ElementalDefs.xml, the <DistanceBetweenxxxx> tag values have gotten smaller. MUCH smaller. Minimum distances have shrunk significantly.
EDIT:
21> The TechTree has also been modified pretty significantly. Standing_Army, Exploration, Channeling and Refined_Channeling have been removed. New Techs, Charms, Henchmen, Immortal_Codex and Spellbooks have been added to the Magic TechTree. The The Magic and Warfare techtrees have been rearranged a good bit too so any <Prereq> based on v915 Techs need to be revisited.