1.5 sept 26
-added bugfixer01 units
-unified artillery
-tweaked gates/rams (in progress)
1.43 sept 18
-black fog
-fixed sea trade
-KoJ/egypt fixes by gfortune
-adjusted wall towers
1.42 sept15
-Teutonic Order roster complete, revamped tech tree
-Improved towers & defense
-unit balances
-realistic KoJ and egypt (courtesy of gfortune)
-guild tweaks
-switched to DLVanilla5.0 battle ai for the time being
-included lusted's campaign ai
-1 year turn scale version included
ver1.41 sept9
new units from kingdoms
-Ritterbruder
-dismounted ritterbruder
-sword brethren
-order spearmen
-fixed boiling oil
ver1.4 sept8
-updated for Kingdoms and DLV5.0
-explorers guild now requires paved roads
-road construction gives points towards explorers guild
-updated with latest RealCombat
ver1.31 sept8
-fixed missing region in merc file
ver1.3 sept3
-added gradual gunpowder implementation
-new recruit rate
-progressive experience
-added musketeers to teutons & england
-added sergeant swordsmen to teutons
-no longer save game compatible
ver1.26 aug30
-added units to ireland: dismounted knights templar, dismounted knights hospitaller
-added units to Crusaders: handgunners, arqubuiser, dismounted french archers, pike militia
-fixed irish bodyguard availability
ver1.25 aug29
-increased quality of nubian archers
-added missing armenian units from high level city barracks
-improved less desirable guilds
ver1.24 aug25
-updated for bugfix03
-minor changes
ver1.23
-improved flemish castle barracks unit recruit tree
-fixed CTD
ver1.22a
-important bugfix related to recruitable landschenckt
ver1.22 aug16
-Updated for RealCombat 1.3
-Reduced pikemen morale
-made landschneckt pikemen recruitable for HRE (late game from highest level city barracks)
ver 1.21
-made compatible for bugfix02
ver 1.2
-fixed invisible units
-fixed missing unit card/info
-fixed CTD caused by irish spearmen
-added sergeant swordsmen and dismounted mailed knights to Kingdom of Jerusalem
Thanks goes to Abocromos for work on unit cards and teaching me about moding the modelsdb
ver1.13beta
-NEW TERRAIN COMBAT MODIFIERS! (dont cry bug when your russian army gets **** on in the dessert, or if muslim armies get whooped in northern winters)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;ME 1, 2, 0, -2
1, 4, -6, -6 cammel
1, 2, -6, -4 ponies/heavy horse
1, 0, -6, -2 armored
1, 2, 1, -2 light generic
1, 1, 0, -2 heavy generic
1, 2, -3, -2 archer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;SE 2, 0, 0, -1
2, 0, -6, -3 pony/H horse
2, -1, -6, -2 barded
2, -2, -6, -1 armored
2, 0, 1, -1 light
1, 0, -2, -1 light pike
2, -1, 0, -1 heavy
1, -1, -3, -1 heavy pike
2, 0, -3, -1 archer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;NE 0, -2, 2, 1
0, -2, -4, -1 pony/H H
0, -3, -4, 0 barded
0, -4, -4, 1 armored
0, -2, 3, 1 light
-1, -2, 0, 1 light pike
0, -3, 2, 1 heavy
-1, -3, -1, 1 heavy pike
0, -2, -1, 1 archer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;EE 0, -2, 1, 2
0, -2, -5, 0 pony/hh
0, -3, -5, 1 barded
0, -4, -5, 2 armored
0, -2, 2, 2 light
-1, -2, -1, 2 light pike
0, -3, 1, 2 heavy
-1, -3, -2, 2 heavy pike
0, -2, -2, 2 archer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;MON 0, 0, 0, 1
0, 0, -6, -1 pony
0, -2, -6, 1 armored
0, 0, 1, 1 light
0, -1, 0, 1 heavy
0, 0, -3, 1 archer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AZT 1, 0, 2, -2
1, 0, 3, -2 light
1, -1, 2, -2 heavy
1, 0, -1, -2 archer
-New heat penalty system based on faction and armor type
-minor bug fixes
-known bugs: unit cards missing for units which have had their faction changed (SE factions peasant unit changed to southern peasants, but the card doesnt show up for the added factions)
-some "new" units are invisible on battle map
ver1.12c
-known bugs: terrain penalties not fully implemented
ver 1.12a
-fixed missing units
ver1.12
-NEW & IMPROVED STARTING & CUSTOM FORMATIONS(!!!):
-The Wedge: powerful offensive infantry formation with a reinforced center for breaking the enemy line. (to manually select group army then select "sorted single line" formation)
-Pike/Musket line: never again manually align your pikes/muskets, have it done perfectly automatically! (to manually select group army then select "sorted double line" formation)
-Improved "Triple line missile in front" formation
-Improved default AI starting formation
-Battle siege AI improved (hopefully, need feedback)
-More ++REALISM building tree
-requirements for cannon foundries
-ships require timber, but can be constructed at citiers
-Updated Guilds for new units (eg training new swordsmen gives points for swordsmith guild)
-reballanced arab/muslim swordsmen
-restored cavalry to default unit size
-fixed flaming ballista shots effect
ver1.11
-improved skirmishing
-minor improvements to ++techtree (still no militia)
-increased construction time for stone walls/castles
-lowered wall tower hp
-rebalanced cavalry:
-weaker in sustained melee
-light cavalry charge vs units rebalanced,
-less horses per unit cavalry
ver1.10
-new recruitment techtree (half implemented) all castle units will require the appropriate smith to recruit them (ie gothic knights require armor factory to train)
-reballanced artillery to match DLV wall strength
ver1.03b july 31
-lowered general HP to 1
-fixed issue from RC causing certain units not to receive spear vs cavalry bonuses
-tweaked my ++cavalry vs cavalry jousting
ver1.03 july30
-updated all units to REAL COMBAT 1.21 with new projectile balancing system (vera nice) darthmod + my tweaks are still in effect.
-fixed issue with my "low lag" tweak for Real Arrow
-Lumberjack's banner mod: smaller, banners that dont flap around as much.
ver1.02 july29
-buildings.txt + darths modeldb updated for bugfix03
-horsebreeder guilds unavailability in castles fixed
-Officer mod implemented
-various minor tweaks/adjustments