Short Content-Description: (A complete and detailed change-log is too big too mention)
All "Work in Progress"
- The mod is still concentrated on the Early Era Campaign and its timeframe.
- Increased consideration of the medieval flavor and realism regarding the actual timeframe,
though with "gameplay-admittments".
- New start-situation, descr_strat changed and some fixes plus resources added.
- Balancing work in all related files.
- New hidden-resources, descr_regions.
- Fixed descr_model_battle file.
- Fixed export_descr_units file.
- Fixed/added ui files.
- Fixed Mercs script plus mercs AI script.
- Traits & Ancillaries started.
- AI Formations.
- Battle movement modifier added.
- Tech-Tree, many units enabled, also for custom battle mode.
- Tech-Tree, some buildings enabled.
- Tech-Tree, new organised recruitment and building keys.
- Tech-Tree, a started economy model, ie. a increased consideration of the feudal tax system
and historical resources.
- Many new descriptions and names but excl. family members as yet.
- Added also the spy, the animation is the same as the assassin, temporaly.
- Partially temporary place-holder pics added to the building-browser until we have new pics
available, just to get rid of some of the RTW-barracks-placeholders (here special credits to
the EB-Team, well i hadn't the time to ask, but i added 3 building ui-files as temp. placeholder from
this mod, it is the dockyard, i hope they don't mind, if though, these 3 files will be replaced
as soon as possible).
- Campaign mode music fixed.
- And many more or less minor fixes.
Generally: The front between the different religions/factions is increased. As well
a special consideration of historical realism and balance added, ie. the Turks, now
for early era (perhaps temporary) as Seljuks renamed, should be a real fear factor,
also the Horde will expand, at least in one test i could see this. The mod will provide
more challenge, increased middle-age feeling and hopefully still fun.
Recommmended difficulty:
M campaign + VH battle
or
H campaign + VH battle
or
VH campaign + VH battle, if you want to have a quite
aggressive AI (CA-AI-cheat: 10.000 extra-cash every turn).
Further it is recommended, but only for visual effects optionally, to disable the arrow marker,
enable minimal ui, and to disable the banners for the battle-mode in data/preferences.txt
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What is NOT new since v0.34 in ChivalryTW?
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NOTE!
The starting process is the same, but it is recommended
to use the MINOR CAMPAIGN menu-button. The GRAND CAMPAIGN
is actually the same content atm., but to avoid any problems,
also for support, choose the MINOR CAMPAIGN, as we can only
support issues that aren't related to custom changes ie. such
as more enabled factions.
- Still the mod has many gaps, a lot of files are far away from a finished status.
- It is still possible, that ctd's occur.
- This is still an open beta mod status! Use this only on your own danger.
- You can start this mod with the RTW-exe or with the BI-exe, although there
are some known issues regarding BI-exe and the my_mod function.
- No new skins or models atm. included, except for the map-resources, new resource-models.
- No new other graphics.
- No new custom-battles, except KhorKhan will add some to this release in the last minute
- No new unit-info cards, except the polish one, thanks and credits to, uhh, sorry, forgot
his name now, but the community will know his name, as this is already a "submod".
- No new family member names or trees atm.
- And more sureley that remains.
... though more stuff will come soon.