Version History
0.1. initial Beta Release, February 16, 2010
0.2. Update, February 18, 2010
*Added the "Dead Civ" of skeletons. Just for the heck of it. Note their city names. I kept them playable also! Good luck with them.
*Added the scenario "The Battle for the Oasis" to go with the new civ.
*Forts now give a 75% defense bonus. They are great bastions of war and the homes of the lords of the land. They should and will be important.
*Reskinned The Iron Angels as well as the Crystallin Archers slightly. Made them even hotter and more evil looking. For the heck of it, as always.
*Corrected a minor bug with the missing Forest Preserve. I don't think it really mattered, but I'm not sure, so I did correct it.
*Added Manifold's map of Middle Earth and placed my own civs instead of Tolkien's. It is now playable as a scenario!
*Added a new leader for the Crystallin, Arminia Zenobia. She's hot, of course, dressed in the Crystallin black uniform armour.
*Added a scenario for Arminia Zenobia too ("The Warrior Queen").
*The scenario "The Clash of Kingdoms" is also new.
*So is the scenario "The Founding of Yatenga".
*Made a "Map of the Known World" and added it to the Fairy tale Folder. I also wrote a separate textfile with background information on all the scenarios.
*Made the Elchers clan use the Camel Archer instead of the Knight.
0.3. Update, February 22, 2010
*Added the Dragon to the game! No Fairy Tale without Dragon. This excellent piece of dragon was supplied by Deliverator.
*Added SaibotLeih's Modern Great Spy. Here she takes the role of The Princess. I mean wow. What a gal!
*Added some Random events with fairy tale content. Adding them was quite a pain. But they are there now!
*The Collective Hellbeast now has 2 moves. It was unfair that such a machine should move slowly.
*Changed the look of the common spy. It's now a witch. Not a pretty one, but a witch.
*New unit for the basic Axeman. And yes, for the Swordsman too.
*Gave Namyr better archer units; "Archer Squad" and "Guard Archer Squad".
*Added the scenario "The Northern Ocean".
*Corrected minor spellos, and gave Arminia an opening phrase in the dialogue. Also removed the movie for the Colossus and renamed it too.
*Supplied the Dead Nation with a very suitable Hero! Check it!
*Gave the Principality some spearmen too, and they go instead of both Spearmen and Pikemen.
*Changed the disposition of the Crystallin archers, to balance the Crystallin a bit. Added Crystallin Longbowmen, now known as Crystallin Amazon Archers.
*Reskinned the Crystallin Amazon Archers. Whow!
*Weakened the Crystallin knights and removed (for now) pikemen, spearmen and crossbowmen from their national arsenal.
*The Button Project: Added 30 buttons for the Fairy Tale units.
0.3b. Minor update, February 22, 2010
*Yeah, yeah. Did all the buttons.
*Corrected an error with the Crystallin Hero animation.
0.3c. Minor Update (Patch), February 23, 2010
*Corrected error with Magician and Spell not showing up in the building lists.
*Made the Princess be born on completed research of Monarchy.
V1. Update, February 28, 2010
*For game variation purposes, I added some new leaders. Two Vikings, one Collective, one Namyr, one Crystallin and one Yatenga. These leaders also come with portraits of characters of mine from good old Elder Scrolls. Morrowind this time. Yeah!
*Explorers can no longer enter rival territory without open border agreement.
*Corrected issue with the Crystallin gaining access to their longbowmen (Amazon archers) at research of Archery, which created imbalance.
*Added some more of SaibotLeih's units to the Crystallin. Gave them a superior Scout too.
*Added a Mounted Formation to the Yatengi, instead of Horse Archers.
*Redesigned the Royal Family. Now it is founded by The King at the completion of Monarchy (The Kingdom) and additional members are thereafter added upon subsequent techs.
*Added the Tech Court, which opens up The Queen for building.
*As a result of the Royal Family, I heightened research costs for Monarchy and Divine Right a bit.
*Removed the confusing Sid's Tips for all Techs and most of the units.
*Added the scenario "The Valley".
*Added the Angvina Civilization, along with proper leader and selection of units. They are a nation of people inhabiting the great southern rainforests.
*Included the map script Planet Generator 0.68. It has a tremendous amount of choices and creates truly beautiful, realistic and surprising maps!
*To conclude Version 1, I created the huge map "The World of Fairy Tale", which puts all Fairy Tale civs on one huge map of The Known World.
1a Minor update, March 1, 2010
*Gave SaibotLieh's Great Swordswoman a combat value of 10. That is only fair, since the Crystallin lack heavy cavalry.
*Heightened the Raid archer's combat value to 7 and gave them 50% City Attack bonus. Now they are truly raiders.
*Corrected issue with missing Interface on the Angvina Archers! It was a matter of .kfm, strangely enough. The animations worked, but not the Interface. Baffling, but corrected now.
*Updated the map with resources.
V2. Update, March 6, 2010
*The Fairy Tale Theme Song, "Knights of Darkness" was composed by Zero-Project and used with full permissions, and I can use the rest of his Fairytale album as well. I therefore pasted many of the songs from the album as background music in this mod.
*Updated the design of the Main Menu screen.
*Removed Axemen from the Crystallin arsenal altogether.
*Wrote unique names for all the Great People. No more Francis Bacon or Columbus being born!
*Gave the Namyri a special building, the Lord's Mansion which is now required to build the national hero. The Namyri got their hero too early.
*The Collective now has a Black Dragon instead of the usual red one. The Black Dragon is stronger and does better against city fortifications too! The Black dragon goes for the Denereans as well.
*Included a Barbarian Sabretooth tiger instead of the boring old bears roaming about.
*Gave the Vikings a Longboat instead of the Galley. Now the Norse are real Vikings and can explore the seas early on.
*Added the Dark Elven Civilization (The Denereans). I added proper leaders and units also (4 unique units and a special building), and of course placed them on the World of Fairy Tale map, which was somewhat updated to cater for the new civ as well.
*Reskinned some Denerean units. Yes! This is REAL reskinning. I gave them blue skin. Also made most of them wear all black.
*Created the scenario "The Elven Civil War" to introduce the new civ.
*Gave Heroes a specific Promotion line. Heroes now get their own types of promotions.
*Added Goblin mercenaries. These powerful mercenaries will join any nation's armies from time to time.
2a Update (patch), March 12, 2010
*Wrote the names of the Great Prophets as well. I forgot them when I did all the other names.
*The Denerean Angels no longer appear when Archery is discovered, but rather at Feudalism.
*Removed movies for Parthenon (renamed that one too) and Great Library.
*Added three more Zero-Project songs. These are not from the Fairytale-album, but very suitable pieces I found in his other production.
*Corrected Royal Family AI. The king had the wrong AI package, so the enemy couldn't use him. Corrected all that.
*Made the Princess and the Queen have two guards along. It makes more sense, since their missions usually involve combat.
*Techs are now a tad more expensive overall.
*Magicians are now cheaper to build.
*The scenario "The Collective War" now has victory condition Domination instead of Conquest.
*Corrected slight error where vanilla civs appeared playable in the Custom Game menu.
*Created a html manual instead of the long .txt ReadMe document.
V3 Update, March 21, 2010
*SaibotLieh gave me a new Princess. This one is exactly like the previous one, but wields a sword and is more proper as a Fairy Tale Princess. Check her out. She's hot!
*Reset the Map Script Creation. I did some stupid editing on it before. It now works as intended.
*Wrote names for all the Great Engineers.
*Created all buttons for the Dark Elves.
*Heightened costs for Fairy Tale Age techs.
*Added Tech Advanced Sea Warfare.
*Added unit Battleship which is available from Advanced Sea Warfare.
*Added unit Paladin accessible with Cavalry Tactics tech.
*Added Diplomacy Music for all the nations except Elchers and Dal.
*Elchers Diplomusic was changed from the Marseillaise. It's still Vanilla, but the Marseillaise just didn't fit Fairy Tale.
*Added the World Wonder "Eriana's Shrine" (Designed by Hrochland) available from Cavalry Tactics.
*Added the National Wonder "Fire Order" (also designed by Hrochland).
*Gave the Denereans a good early ship, so they now have the option to explore the oceans early on as well, like the Vikings.
*Added two more leaders. One for The Principality and one for Namyr.
*Added the scenario "The Collective Rising".
*Merged Fairy Tale with BUG.
3a Update (Patch), March 27, 2010
*All nations now have their own flags and symbol buttons.
*Added SaibotLieh's Queen to the mod. This beautiful character replaces the old, rather inappropriate Queen.
*Updated resources situation on the World of Fairy Tale map.
*The Denerean Cog and the Viking Longboat can now transport military and settlers as well, not only explorers.
*Updated some buildings. Gave the Forge and Granary new looks. All Building graphics in Patch 3a were made by Walter Hawkwood.
*Gave the Elven Federation unique Forges and Granaries. Gave the Denereans a unique Library and the Yatengi a unique Granary too.
*Updated the looks of the Harem World Wonder. And no. It does not look pervy.
*Added several World Wonders and updated the looks of most of the existing, the Purple Tower being the most significant addition. That one opens up for the diplomatic vote in games with that Victory Condition applied. In reality, it works like a UN for the World of Fairy Tale. The Purple Tower is buildable from Tech Monarchy.
V4 Update, April 3, 2010
*Yatenga was missing their special worker. Corrected.
*The Purple Tower now requires Tech The Empire.
*The First nation to discover Tech The Empire now receives the unit "The Emperor", which is the strongest combat unit in the game!
*The nation which owns the Purple Tower can from now on build "The Imperial Guard".
*Added the Beast Farm where you can train wolves to explore rival territory and attack easy prey like settlers and workers. Available from Tech Horse Breeding.
*The Royal Family members can no longer just enter rival territory without open borders. The enemy used the King to scout my territory in a test-game. Sigh.
*Caravels are now buildable from Tech School of Geography. To get sea exploration going earlier.
*On the other hand, the Denerean Cog and the Viking Longboat can no longer enter rival territory.
*Created the Huge 100x100 map of the Known World and placed all civs on it. It expands the Known World to the West and South, making room for new civs.
*Added two new Civilizations: Zuur and Arcana, both with proper units, leaders, anthems, flags and unique buildings. Phew. These are playable on the 100x100 map, as I actually didn't have room for them on the smaller version of the World of Fairy Tale map. These two bring up the total number of unique civs in Fairy Tale to 14.
*Added a couple of new leaders. The new Elven one is based on Gandhi. Just for fun. I wanted to see how Gandhi behaves in this rather aggressive world! Happy Easter, people!
4a Update (Corrections), April 4, 2010
*Corrected problem with Arcana Mounted units showing up for all the other nations as well!
*Corrected the Imperial Guard. They are now buildable with Purple Tower.
*Gave the Angvina some more units; Longbowmen, Pikemen and Macemen.
*Horses are no longer needed to build the Zuur Druid.
*Added the Erezon Empire, inspired by Eastern Asian cultures.
4b Update, April 6, 2010
*Added the final material to the Erezon civ, finishing it.
4c Update, April 10, 2010
*Updated the Main Menu Screen to a Map of the Known World.
*Added the Erezon Hero, the Ninja.
*Added Pirates as well as the Pirate Haven National Wonder where the Pirate Ships are built.
*Added the Recruitment Centre that is built by Great Generals and where the player can recruit mercenaries.
*Rogues are trainable from Tech Currency at the Recruitment Centre. These are pretty strong units that can enter rival territory, have their nationality hidden and are designed to pillage rival improvements. They can be transported on Pirate Ships as well, but they are only defensive, however, and cannot attack enemy units.
*Updated the looks of the Palace in every capital as well as the Fairy Tale Castle World Wonder. Now they do look the part!
*Corrected a slight error with the Goblin Swordsman animation that has been bugging me for long.
V5 Update, April 17, 2010
*Added SaibotLieh's Great Artist to the game.
*Also gave the Crystallin nation Female Workers and Warriors made by SaibotLieh.
*Merged Fairy Tale partly with Alulim's AltReligions so that all the Religions' missionaries are now unique.
*Added techs and prolonged the Age of Lore a bit. Also made techs a tad more expensive. This is a part of the inevitable balancing operations.
*Edited the Tech Tree and updated some of the buttons thereon to new ones. Removed the techs that this mod doesn't use. That left some minor graphical weirdness in the middle of the Tech Tree though, but nothing major.
*Defensive Pacts are now available from Monarchy, while Permanent Alliances come with The Empire. More opportunities in the diploatic scene, therefore!
*Added The J's Python tweak that gives Hero units the Respawn Promotion. Now Heroes don't die anymore if they are upgraded with the Respawn, but rather go back to their capital when defeated in combat. Also added some new buttons for the Hero Adventurer Promotions.
*The powerful Crusader unit is buildable from the new Tech Crusader Mentality.
*Added the national descriptions to the Pedia, but there is still much to do in that area.
*Last, but not least, removed a... hrmm... White blob from the Main Menu Screen. Thanks, Manifold.
5a Update, April 26, 2010
*Changed the Crystallin King into "The Matriarch". The model is by SaibotLieh; suitable and good looking as always.
*The Great Prophet was also updated to one of SaibotLieh's models.
*My choice of music has received positive attention. Therefore, there are five more Zero-Project background music pieces in this release!
*Added The Empire. This is a nation which is a combination of the Elven, the Norse and the Principality civs. The Empire will therefore only be used in scenarios.
*Added the Imperial scenario The Great War.
*Added the Demon King and the Demonic Riders, units that will be used in the Imperial scenarios. Also created the Great Demonic Hive. In this update these units are still unused, since the Great Scenario taking advantage of them is still being created.
*Added the scenario "Introducing the Empire" to let the player preview The Empire civ at least.
*You can now hire Amazon Skirmishers at the Recruitment Centre as well. These are strong archery units. Models by SaibotLieh.
*The Zuur Camerca now replaces the Crossbowman, and is a good city defender.
*Magicians were substantially weakened. They are still good at bombarding cities and breaking defences, but not as good storming them. Also moved him to his proper place in the Tech Tree, at Spellcasting.
*The stronger Magician as it was, was moved to entering the game at Tech Advanced Magic, and is now known as the Archmage.
*Updated the Zuur Transport Ship's and Denerean Cog's AI packages to try and get them to transport their land units by sea. Hope it works!
*Made Nerva Dal-Compte Protective instead of Aggressive, and also made the Dal Archers weaker. Dal is not supposed to be a superpower.
*Minor animation error with the Crystallin Skirmishers (also used as Arcana Hero) was corrected by SaibotLieh and included here.
*Added the Miners' Guild to the game. This is the first experimental Guild. If it works OK, there will be more Guilds added. The Miners' Guild is built by a Great Engineer and you need to have discovered the Tech Guilds, of course. The Guild is thereafter spread to more cities by building Guildmasters. All this complete with proper units, buildings and buttons.
*For fun, I also added the Mad Scientist's Workshop which can be built by Great Scientists. This special building will be building some strange and surprising equipment. The Collective Cannon is now built at the Workshop instead of the Collective Warfactory. Ideas for more strange machinery are welcome!
5b Update, May 3, 2010
*Reorganized the Civics a bit.
*Changed the Fairy Tale theme to all black, meaning all menus and windows are now in that colour.
*Removed the Goblin Archers from the Barbarian arsenal.
*Weakened the Elchers Crossbow substantially.
*Added the new Victory Condition "Kill The Bad Guy" for the Imperial Scenarios. When you kill the Demon King in those scenarios, you achieve victory in the game. Phew. It was quite a job to do the Python right, and I am thankful to many on the CivFanatics forum for helping me out. The J, SaibotLieh, Phungus and EmperorFool all deserve the Principality's highest award for their instrumental help.
*Finished the scenario "Imperial Scenario, The Great War" about the final struggle between The Empire and the Demon King and his allies.
V6 Update, May 13, 2010
*Added a new Great General for Crystallin and Erezon. The model is by SaibotLieh.
*The Flag design is now the same for all eras. No more ugly hanging, ancient flag here. No, siree.
*Changed the Loading Screen from the Vanilla.
*Created some mod specific Loading Hints. Also wrote some of the Civilopedia. Some of the leaders are now done, and all of the Fairy Tale nations.
*Started writing the Fairy Tales. All hero descriptions will include small Fairy Tales. The first one can be read in the Hellbeast Civilopedia entry.
*Ajidica has written some unit descriptions that can now be read in the Civilopedia.
*Changed Leaderheads for an Arcana leader as well as the Dead leader.
*The vanilla Aqueduct didn't fit. Changed it to the Tavern. Its functions are still the same. Further, the Barracks were renamed "Warriors' Guild".
*Changed the look of the Fort Improvement to a proper castle.
*The vanilla Grocer was renamed "Merchant" and the terrible building updated to a better one.
*Added the World Wonder Seadragon's Lair where you can train the powerful Seadragon unit, which functions as regular dragons but is stronger and has no bad effects when fighting at sea.
*Heightened the Pirates' combat value to 6. It was crappy for some reason and couldn't even blow stupid Caravels out of the water.
*The Protective Trait now gives a 25% Espionage bonus.
*Enabled Civic The Senate from Tech The Empire.
*Imperial Watch Base military production bonus heightened to 75%
*Game speed modifications done. Great People birth rate turned down, and City Growth turned down a tiny tad too.
*All Warrior models were changed (except Crystallin). Good bye club-wielding naked men, and hello bloodthirsty, barbaric-looking axefighters!
*Changed between the models of the Galley and the Viking Longboat due to the wrong-looking sails for a Longboat.
*At Tech Cavalry Tactics, you can now train the Giant Black Scorpion at the Beast Farm.
*Did some new Tech Buttons for most techs. Just a few vanilla now.
*Gave Charzana of Zuur trait Aggressive instead of Industrious.
*Worked on the "Imperial Scenario - The Great War". You can now play the Dark Side too, represented by Charzana of Zuur. Victory condition is Conquest, but there's no baddy to kill if you play the evil, so you just need to conquer the world. Added more units and cities for both sides, and developed the diplomatic situation a bit. The Dark Side now constitutes a greater threat from the beginning of the scenario.
Update 6Aa, May 15, 2010
*Removed the Seadragon from the Barbarians.
*Reinstated the old Dead leader!
*Updated Arminia Zenobia's leader portrait to a sexier one.
*Dealt with the Imperial Great War Scenario. Updated the Diplomatic situation substantially and also gave the Empire more units and a new major city.
*Added the Darkguard units for Zuur. These are lategame units for Zuur. As of now, they do nothing different from their usual counterparts, but they look cool. They are my own reskins of other peoples' units.
Update 6b, May 23, 2010
*Wrote more Civilopedia. All the leaders are done.
*Wrote a couple more Fairy Tales (The Huntress and The Count).
*Some more Tech Buttons done.
*Heightened research cost of end-tree techs.
*At Tech Crusader mentality, the Royal Family will receive a Prince. He's a great leader, like his father.
*Magicians and Archmages can now range-bombard oncoming stacks. The balancing of this is still going to take some effort. Comments needed!
*Changed the Emperor model into something more suitable.
*Reskinned the Crystallin Hero.
*All workers now have new medieval serf looks. Except the Crystallin and Yatenga ones.
*Tried to make the Giant visible in-game. He's been in the program for long, but never appeared in the game!
*Added an early transport ship. She has almost no combat power and needs to be escorted, but may get seatransport going earlier.
*All knight units are now properly upgradable to Paladins.
*Also added special Paladins to the Dark Side civilizations.
*The maximum number of Crusaders that can be fielded by each nation is now 3.
*Corrected errors with Namyri Knight (Lightning Striker) and the Dead Hero being unbuildable.
*The Namyri Lord's Mansion now has a maintenance modifier of minus 60%.
*Updated the World of Fairy Tale (100x100) map a bit.
*Removed all random events except the ones specific to this mod. No more Buddhist weddings! Also started removing unused vanilla units.
*Lowered the chance for Goblin Merccenaries appearing.
*Added a new tech, "Effective Defence". The Great Arena national wonder is buildable with this tech.
*Switched some buildings. The old Harem is now the Great Arena, and the Harem has a new building itself.
*The Harem is now a National Wonder that can be built once by all nations, increasing health and producing culture.
*With Effective Defence, you will also get to build Skirmisher Archers (5 per nation).
*Did a substantial update and remake of the Elchers Clan. They are now a cool, good-looking Highlander Clan, type a Scottish/Celtic Braveheart thingy. Complete with a whole range of new units, buildings, buttons and a new leader and a hero. The Diplomusic is still vanilla Celtic though, which wasn't half-bad either really.
*Because of the Elchers update, Dal now has the Camel Archer as knight instead.
*Updated the situation in the Great War scenario. Elchers is now allied to Zuur, while Yatenga has a bad disposition to the dark allies.
*Did extensive playtesting and balancing; mostly concerning gamespeed issues. The game should last longer now, and be more balanced.
