<<<<<<<<<<ROHAN>>>>>>>>>
-Removed reinforcements script at Minas Tirith and modified reinforcements for Helm's Deep, these scripted reinforcements where being generated but almost never actually engaged in battles to protect those cities
-Rohirrim Archers axe attack increased to A:3 and range bows increased (in line with similar units)
-Eowyn always with a unit of cavalry Helmingas (instead of a foot guard) in campaign
-Fixed animation for Rohand peasant archers (drawing from non-existant quiver on the back) slight boost to range to compensate for being slower moving
<<<<<<<<<<ISENGARD>>>>>>>>>
-Small changes to Saruman in battles, increased range and power of fireball attack and adjusted his hidden riders so it looks more he's attacking with this staff rather than from somewhere several feet above his head
-Modified scripted reinforcements for Isengard (Saruman's armies) and added an advisor message
-increased by 1 the starting forge level at Isengard city to better accommodate re-sorted recruitment levels
-Increased Isengard Vanguards charge bonus just a bit to make them more worth training (as opposed to just training Uruk Swords)
-Added Rohirrim Turncoat cavalry and Rohirrim Knight Turncoats as potential units for Isengard if Rohan settlement are captured with the correct building types
-fixed isengard captain model turning into banner bearer at med draw distance
-Enabled Isengard Seige bow able to attack walls and gates (low attack though)
<<<<<<<< DUNLENDINGS >>>>>>>>
-added new unit: Dunleding Horsemen
-Corrected Dunlending Warband text description (it incorrectly stated they had a missile weapon)
-Isengard campaign AI set to not attack Dunledings unless provoked. This seems to work relatively well in regular campaigns but Isengard AI apparently can't resist attacking a player-controlled Dunleding faction so, a diplomat was also added to Dunleding campaign start in case a player wants to force an alliance/tributary with Isengard (Dunledings can't build diplomats otherwise)
-Dunlendings starting money increased from 2500 to 3500
<<<<<<<<<<GONDOR>>>>>>>>>
-Dol Amroth archers +1 to missile attack
-Denethor campaign unit changed to modified tower guard (infantry)
-Guards of the steward (cavalry) made a separate unit from Denethor with slightly boosted stats but cannot be retrained
-slightly reduced the scripted reinforcements for AI Gondor
-Mordor attacking force around turn 15 for the Gondor campaign is increased by a full stack, this makes it more likely that the player will actually need to desperately defend Minas Tirith, be warned!
-re-sorted Gondor units recruitment to make more in line with other factions (ie. better Gondor units can only be recruited in Gondor regions)
-Gondor cannot build Armour +3 upgrades without the help of dwarven or elven high level forges
-added scripted armies for AI Gondor designed to help Southrons focus on fighting Gondor
-Made 'Gondor Master Rangers' (general unit) buildable at highest level of Ithilien region barracks
<<<<<<<<<<MORDOR>>>>>>>>>
-Modified/boosted scripted reinforcements for AI Mordor and added an advisor message
-Black Guards no longer always 'launching' on attack
-Gave Mordor a pair of 0 recruitment time lower level units in regions with 'orc' resource
-very slightly increased frequency of Mordor 2nd wave scripted reinforcements in main campaign
-Boosted base farm levels for Mordor area so all factions can grow a little bit (albeit very, very slowly) if conquering those regions
-slightly decreased odds of Nazgul (Witchking excepted) re-spawning on a fellbeast
-Added some Gondor Ithilien region gurellia forces (spawn more or less randomly until sometime after turn 30) if playing as Mordor
<<<<<<<<<<FREE PEOPLES>>>>>>>>>
-militia_leader character model added back in as model for Free Peoples generic named characters
-Grimbeorn general model for Grimbeorn added back into game
-Made "bodyguards" default unit for free peoples generals, Rangers of the North made a buildable general unit at Fornost only
-Decreased # soldiers for Town Marshalls, but increased armour and stamina
-Weakened townguards to be more in line with typical mannish militia units
-Made Beornings recruitable at Beorn for free peoples only
<<<<<<<<<<DWARVES>>>>>>>>>
-Added men+horses resource to Erebor (so hirelings can be recruited there, the assumption is that they are men being recruited from nearby Dale)
-Boosted armour for Juggernauts +1 and shield +1 (more useful in campaign and more like unit description)
-dwarf axemen unit size reduced by 1/3, unit was previously a bit too strong relative to cost and when it can be produced
-Minor changes to which buildings build what dwarf units
-Juggernauts and Dragonslayers to Forge of Auwle, Enforcers to Large Barracks
-added hireling Spearmen to first level forge, archers and cavalry to 2nd level and above
-Dwarven Axemen can be recruited at 3rd level trade structures and above (to police/protect the trade routes)
-Changed Gimli starting general unit if playing as dwarves to modified Dwarven Enforcers (they match up with his style and battle model much better
-Slight decrease to Dwarf Halberd defence, slight increase to costs for both Vanguard and Halberd
-Added "CALL OF DURIN script" to help boost AI dwarves a tiny bit in early game around Erebor
<<<<<<<<<<ELVES>>>>>>>>>
-re-sorted elven recruitment - only basic elven units can be recruited outside of elven regions except in large cities where a slighly expanded unit roster is available
-3rd level market structures and above can now recruit a mid-level unit type (to police/protect the trade routes)
-Changed standard Noldor bodyguard from kingsguard to upgraded Imladhirim Sentinels and changed Noldor general model to match
-Kingsguard made a recruitable general unit after the return of the Noldor
-updated kingsguard text short description
-Boosted Galadhrim campaign start position slightly (money + a couple of units)
-Removed the banner carrier from the Galadhrim Sentinels unit
-+1 to base farm levels (pop growth) for Core Mirkwood areas in main campaign
-Greenwood Sentinels made buildable for Slivian (at highest level barracks) and made a regular unit (no longer general unit) but with slightly reduced stats
-re-jigged Greenwood elves recruitment a bit in general too
-Slight increase to upkeep of the lower tier Noldor units
-Increased default # of soldiers and added +1 defence skill to High Noldor Archers to make them worth building in campaign
-Also small increase to cost of Imladhrim Sentinels and -1 to missile attack
-Noldor Swordguards: slightly reduced # of soldiers but gave Attack +1, and armour +1 (in line with noldor lancers which use the same battle model), increased costs slightly and updated text description
-Decreased recruitment times for standard High Noldor units to 3 turns
-Boosted Elnaith (Noldor elite cavalry) to 3HP, this way they are at least as useful as the regular noldor lancers
-High Noldor Spears: Increased # of soldiers to be in line with similar units
-Noldor Foundry of Manwe build time reduced to 8 turns
-Galadhrim Vanguards - Decreased shield value (as they have no shield)
-Woodland Wardens - #Soldiers reduced slightly, charge value reduced, attack increased
-Silvan Spears - Increased attack, reduced defence slightly, but boosted armour
-Thranduil battle animation changed to 2h sword (looks right when fighting)
-Thranduil campaign starting bodyguard changed to Emerald Guards
-3rd Silvan starting general given Greenwood Sentinels as bodyguard (basically just swapped bodyguards with Thranduil)
-Lowered requirement for Elven Armour +3 from 'Large City' to 'City' (highest level forges still a requirement though), elves can now build Armour +3 at more than just capital cities, it seemed wrong that they couldn't
-Elven ships can now be built/repaired at any settlement with the correct level ports
-Updated 'Return of the Noldor' script to run at the start of a turn rather than after 'end turn' button had been clicked so that players actually see the scripted message.
<<<<<<<< Easterlings >>>>>>>>
-increased chances for scripted Mattaram reinforcements if the city is beseiged.
Also: increased unrest in Mattaram if it is controlled by Southron AI, reduced Southron AI money bonus unless player faction is Gondor and added a new "Defender of Mattaram" Ancilliary for Easterlings all to help protect the Easterling AI from being crushed by the Southron AI (because the Southrons lack other nearby enemies to fight and Mumaks are basically an automatic win in AI battles)
Also: boosted Khand settlement starting rebel units and added additional unrest to Khand if Southrons capture Mattaram
---Most of the above is invisible to a player faction---
-Changed x,y locations for "call of Rhun" (Easterling reinforcements scripts), old spawned armies were not actually being used by the AI, possibly due to being too far away from the main part of the map
-Updated Easterling Archers unit card so that it is easier to tell apart from the Easterling Swordsmen card
-Slightly boosted stats (+1 attack or defence here and there) for a few Easterling units and the small change seems to have them perform much better in the campaign as well as making them a more serious threat to any nearby player faction (also increased unit costs accordingly, again the change was very slight)
<<<<<<<<<SOUTHRONS>>>>>>>>>
-added +1 to umbar axemen attack
-Some Umbar pirate units now buildable at Southron ports, even outside of Umbar region
-Build time for Umbar Archers reduced to 2 turns
-Edited strategic AI so Southrons should stop attacking Mordor unless provoked (it was a bit of a problem as Mordor was getting trounced by the mumakil's that kill the autoresolve)
-Reduced dead_radius for all Mumakil to 2 which seems to help reduce chances of units being trapped in/under/by dead mumaks
-Fixed Haradrim Umbar recruitment so there's no longer an overlap (two different buildings that recruit identical units)
-Increased slightly the costs of building and maintenance for Umbar type units to be in line with increased capabilities and regions that can build them after V1 of the addon
-removed buildable greater mumak (general unit)
-Added a couple of Gondor scripted armies to help keep AI Southrons engaged in the Western part of the map (rather than always just chasing after war with Mordor and/or Easterlings - should be invisible to player though)
**********Other Changes V2.2*************
-Reduced rates at which Rohirrim Turncoats are available to Isengard
-Image changed for provincial campaigns background - uncredited as I can't seem to find the original artist it's been reposted absolutely everywhere (creative commons wikis included) probably because it's an awesome pic if anyone knows original artist please do let me know.
-Did a review of traits and ancilliaries and related triggers, variety of small changes made some of the most notable included: "Scarred/been in the wars" series now give positive hp at first but negative if they get very advanced, reduced mp penalties for ring corruption slightly so characters don't end up more or less immobile (annoying), increased the likelihood of characters gaining positive health traits while hanging around a settlement with high level healing facilities (this should sort out the issue of many characters gaining ever-worstening negative health traits over time)
-Trigger re-instated "healed0ai" (was previously commented out) so that healing wounds for player characters can be slightly more work (must have Athelas (or healing knowledge if eventually implemented) or be in a settlement with a healing building)
-Reduced # and frequency of Diplomat recruitment (I hope)
-Did a final review and fix of slavery structure descriptions and fixed up actual effects to match those descriptions, also updated the text descriptions
-finally reviewed and addressed the issue of some farm structures displaying "WARNING... Placeholder text should not appear on screen"
-Slilght increase to standard merc recruitment and upkeep costs
-Reduced javelin ranges slightly according to race and skill (to either 50 or 55 from 60)
**********NEW TO ADDON V2*************
<<<<<<<< General >>>>>>>>
-disabled 'launching' effect for all units without a specific reason to justify the effect (trolls, mumaks and the like)
-Fixed win conditions and campaign descriptions so they match better
<<<<<<<< Other >>>>>>>>
-Narya (Gandalf's Ring) edited, now decreases corruption points slightly
-Removed code that limits characters to holding a single palantir (ie. you can stack them all with a single character now if you so desire)
-Very slightly reduced severity of corruption caused by holding the one ring and changed Saruman's staff to reduce corruption (in case Saruman actually manages to capture the ring)
-Created a "Mercenary General Guard" unit (edited Umbar Spearmen) for use by former family members of defeated factions
-Slightly increased costs for archer goblins (to prevent AI from exclusively producing these in the late game) and slightly reduced costs for hunter goblins
-Gave a range advantage to Bowmen of Dale over other peasant bowmen (in line with lore and the unit description)
-Made basic Free Peoples and Dalian militia buildings buildable in most regions
**********INCLUDED CHANGES FROM ADDON V1***********
-edited AI attitudes and starting positions for a few factions to balance out the campaign macro
-Southrons start weakened and easterlings boosted - both only slightly
-added small force of scripted reinforcements to easterlings to prevent their being regularly annihilated by turn 50