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-re-balanced resource randomness to make very large amounts of resources less likely
-fixed a bug that prevented triple scout spawns
-fixed an issue that was causing central lands to spawn 100% of the time, where it should only be 50%
-fixed some cases where things set to a chance of 0% could still occur (ex. tiny player islands)
-minimum relic count increased from 1 to 2
-removed the gaia units guarding neutral markets in the corners
-kings in regicide now have hero glow and regeneration
-in KoTH, players will be able to train special units from the monument
-central islands and lakes will be a bit larger on tiny maps
-added more failsafes to make sure starting units and resources spawn properly
-slightly reduced the chance of island and michi layouts
-added a 1% chance to start with an empire wars style base in random map
-increased the chance of non-scout scouts
-a lot of minor bugfixes
-increased the available space for folwarks to spawn in Empire Wars
-gaia animals now have (slow) hp regeneration
-player town centers will regenerate hp on sudden death
-Empire Wars will now spawn villagers on stragglers instead of idle villagers
-these villagers will not spawn if fishing ships are placed on water maps
-reworked the terrains to make hills visually distinct on the minimap
-increased terrain diversity
-fixed a critical bug with missing animals
-added nomad treaty
-African forests can sometimes be less than fully dense now
-removed the gold and stone rocks for now
-replaced a long url that was causing crashes in the CD version
-improved Empire Wars dock placement
-center can now be divided into 2 islands or lakes
-wild horses, camels, penguins and monkeys now spawn
-wildly overpowered starting units (heroes, siege, ranged cavalry, elite unique units) are no disabled by default
-added full battle royale support!
-removed the packed town center from battle royale, where it is currently buggy
-updated empire wars to reduce the farms, and potentially add fishing ships on water maps
-empire wars now works with regicide and sudden death
-battle royale now works with regicide
-all other combinations of game modes should work now too
-added the option to get overpowered starting boats including hero boats (at a very low chance)
-upgraded the guardians for KoTH from wimpy outlaws to a selection of powerful gaia armies
-tweaked land generation to reduce the chance of excessively small islands
-added the option of side lands to increase the amount of possible layouts
-added a wide selection of possible starting buildings
-removed the super-close relic when not on water or michi style maps
-fixed an issue where personal relics were always spawning
-lowered the chance of personal relics
-lowered the chance of central and corner resources
-adjusted resources and empire wars stuff to more closely match the current DE standards
-added in extra units not previously used such as the stormy dog and the relic cart
-fixed monument resources being blocked by the TC
-fixed a 5% chance to be missing forests entirely on the savannah biome
-filled in corners for walled starts, but only some of the time - also creates walls on water
-reduced chance of walled start from 20% to 10%
-reduced chance of packed town center from 50% to 10% of nomad starts
-removed battle royale start from standard starting units
-reduced chance of island-style start from 24% to 16%
-added chance of UP buildable shallows
-add koth resource trickle for UP
-increased connection width variability
-added the option to get randomly modified starting resource stockpiles (10% chance)
-reduced the chance of super-squished islands
-increased corner land variability
-fixed a few typos
-disabled dolphins, since they unfortunately are buggy (sorry about that, I honestly did not know that)
-removed duplicated resources on nomad starts
-reduced chance that predators have food
-reduced elevation on mangrove swamp biome
-tweaked elevation spacing
-added the chance to get wider connections
-added additional green and brown water masking for DE
-shortened constant names
-removed the workaround for invisible forage bushes in DE, since that is fixed now
-improved forest mixing and added new combinations
-added balanced elevation for DE
-added a low chance higher base elevation in DE
-added support for a neutral market to trade with in DE (but its currently still bugged in DE)
-added the possibility of the getting almost any land unit as a scout (at a very low probability each)
-improved relic distribution
-improved starting unit and building positions
-fixed terrain and elevation scaling
-added the option of unequal conrner lands
-fixed potential overflow issues with scaling 9999
-improved terrain masking
-increased chance of horse scouts
-add small chance to double relics
-fixed deep fish spawns
-improved random resources to prefer picking less extreme values
-added new water mixing
-cleaned up spacing in the script itself
-improved KoTH and CtR support with a large central land with map revealers and neutral outlaws, and resource trickle from controlling the monument
-added relic rush (relics on a KoTH-style hill)
-added the chance for ponds
-added options to pick which water types to allow
-improved circle placement support
-reworked nomad resources distribution
-tweaked standard resource distribution to match the changes in DE
-added cliff avoidance
-added more starting scout and building variation
-more stuff I don't remember
-changed beach generation
-fixed water elevation
-fixed straggler trees
-fixed and issue with the mangrove swamp biome
-added the option for double walls
If you notice any issues, please let me know!