Relaunch Versions
******************
V 2.7 (full submod)
# The first relaunch version changes especially a lot of the common balancing for the campaign, quite something of the start situation,
provides some unit role changes, and adds 15 new units, while the whole of the former unit addition is disabled (the TLK units).
The prime of the relaunch goal is an enhanced gameplay with still more increased lore-property for the campaign design.
V 2.75 (patch)
# The promised version with unlocked characters (except Saruman, Denethor), plus some other balancing items and corrections.
V 2.8 (full submod)
# This version changes again something of the common balancing for the campaign, something of the start situation,
provides again few unit role changes, and adds now together 30 new units (15 Gondor Reborn and 15 RusichiTW source materials).
V 2.9 (full submod)
# This version changes again something of the common balancing for the campaign, something of the start situation,
and adds now together 33 new units (18 Gondor Reborn and 15 RusichiTW source materials).
...not saved game compatible...
V 2.95 (full submod, open beta)
# Kind of changes as above, and more unit additions (now 49 incl. AUM 2.1 units).
# Added is a txt file "Faction VCs" (victory conditions, which might be taken into account).
...not saved game compatible...
V 2.98 (full submod, open beta)
# Diverse balancing items (along recent posts in the submod thread).
# One more unit addition from RusichiTW resource (now the submod adds 50 new units).
...not saved game compatible...
V 2.98.1 (full submod, latest version)
# Fixes missing AUM unit textures.
# Else same as v2.98.
# Quasi the final version (attested bugfree), and balancing-work finished.
...probably save compatible to 2.98...
Edit: There won't be updates anymore, v2.98.1 is final.
Pre-relaunch
*******************
V 1.0: 5. Aug. 2012
Changes v1.0:
- Character traits: Many hero characters got significant more hitpoints (was annoyed to see the message "Saruman died",
and formerly i easily lost Gandalf in a battle with rebels, much too easily, those things are nogo's for me in this lore game).
- Projectiles: Fire arrows are erased, except for artillery and gate/tower defences.
- Projectiles: Range decreased, ammo decreased.
- Combat stats: Very few stats changed (ie. Grey Company slightly improved).
- Campaign start: Mordor got a better kings purse, Isengard bit more start money.
- Victory conditions: Mordor has some region goals now, else, all region number goals decreased.
- Tech/building tree: For the construction of recruitment structures, the smith tier 1 is required, except for siege equipment and special unit buildings.
- Tech/building tree: For very few other buildings, construction costs, times and requirements slightly changed.
- Assassin recruitment: Is delayed to very high tiers.
- For now ... that's all.
V 1.1: 7. Aug. 2012
Changes v1.1:
- Now using the immobile traits file (former attachment, see description below 'Optional Feature') within the minimod folder. If this is not welcome, restore the traits file from v1.0.
- Traits file slightly changed once more (ie. Saruman gets some more hidden skills to enhance his reign).
- Gandalf got separate bodyguards, an elite group of Greenway Sentries.
- Projectile accuracy changed (decreased), as well as damage and mass adjustments.
- Range weapon attack values decreased significantly (still very deadly though).
- Smithery got partly trade bonus (dependent on metal resource property in the region).
- Recruitment of low tier archer units of evil factions changed (will field more and earlier), and upkeep of them reduced.
- Harad low tier units less upkeep.
- Bodyguard units less upkeep, especially evil side.
- Some population bonusses added to certain structures, especially evil side (this and most other changes are done to increase the pressure from the evil side).
- Recruitment slots and upkeep free slots increased for main settlements, and small other tech tree items.
...it requires a new campaign start to get all update effects.
V 1.2: 8. Aug. 2012
Changes v1.2:
- Recruitment buildings, construction costs and times significantly decreased.
- Units, hitpoints increased for all units except for the ones who have already enough.
V 1.3: 9. Aug. 2012
Changes v1.3:
- Campaign balancing, good side factions got less start money and kings purse, vice versa for evil side factions ('good vs. evil' balancing style increased).
- Eriador family tree, Aragorn is younger now (20 instead of 38) to have him far longer in-campaign, family changed (he got parents/dead, Araphor is brother not son).
- Economy, different buildings have trade bonusses depending on resources and faction.
...requires new campaign start.
V 1.4: 10. Aug. 2012
Changes v1.4:
- Victory conditions partly overworked (ie. region numbers, main enemies)
- Arnor (ressurecting faction) kings purse increased from 500 to 1500.
- Gundabad Orcs more kings purse, from 4000 to 5000.
- Campaign script, AI treasury-script, money penalty decreased for evil factions.
- Slight changes to resource-dependent trade bonusses.
- Added certain pop-growth bonusses (ie. resources grain, fish, fruits), and additionally added some for evil side factions for different structures and conditions.
- Mines, 1st tier mine now from on village tier, as well as cost-efficience significantly improved.
All in all, again this will increase the pressure from the evil side, good luck.
...requires new campaign start.
V 1.5: 12. Aug. 2012
Changes v1.5:
- Eriador, all starting characters now have Greenway Sentries as bodyguards, reflecting their role as protectors of Eriador (Dunedain bodyguards come with the new characters,
reflecting their comeback to the lands).
- Eriador, some units stats revised slightly.
- Another trade bonus added for evil side mountainous regions.
- Archer recruitment for evil side 1st tier bowyer extended.
- Fixed missing 2hp for Smith of Eregion unit (thanks MrExpendable for reporting).
- Some High Elven unit stats slightly changed.
- Rohan, Thengel (faction leader) got as well the immobile trait to keep him in the capital.
- Bree Militia units (archer and spear) now are only in regions available of Eriador/North-Dunedain origin, as well as "Breeland Militia" name is changed to "Spear Militia".
- Recruitment, good side units with culture requirement now need 50 % region-conversion, except Arnor units remain as they were with partially 33 % as well as units via special buildings remain as they were.
- Eriador/Arnor, the House of Kings building now is possible with city tier.
- Rohan, all starting characters got trait 'Good with Cavalry' 1st level, for Thengel, Theoden and Theodred increased to 2nd level.
- AI Money Script, money gift at -1000 treasury decreased from 5000 to 3500, whereas added is another 1st phase at less than 1 treasury AI's get 500 gift, so they won't get
the 'Bancrupt' label that easy.
...requires new campaign start.
V 1.6: 15. Aug. 2012
Changes v1.6:
- Temples, pop growth bonusses for evil side factions changed.
- Temples/culture buildings, conversion rates lower for good side factions than evil side factions.
- Kings purse, for factions Harad, Rhun and Gundabad reduced (these AI's have been too rich in an internal v1.55).
- Ithilien Rangers capability improved as well as some recruitment improvements esp. for Gondor, Rohan and Eriador.
- Bodyguards from Denethor and Boromir switched (Denethor now foot as for his stationary item, Boromir now horse).
- Core buildings, erased are the TATW vanilla AI bonusses coming with them, AI bonusses are new organised/spread to other buildings.
- Diverse common bonus changes for several buildings and diverse building requirements and parameters changed.
All in all, this update provides some counter-balancing with benefits for good side factions, which are necessary as for the developed evil power in this submod.
...requires new campaign start.
V 1.7: 19. Aug. 2012
Changes v1.7:
- Many common campaign balancing items for startsituation and gameplay again.
- Unit stats partly overworked.
- ZoR/AoR (recruitment of local/allied troops) added for certain factions in determined regions (example: Eriador/Arnor can recruit Rohan units in respective regions, and
Reunited Kingdom (Arnor player) can recruit Gondor units in respective regions).
- Eriador, Gandalf starts with some interesting allied units.
- Default movement points increased (except for Boromir shortened to keep him at Minas Tirith).
- Campaign script changes once again (many).
...requires new campaign start.
V 1.75: 19. Aug. 2012
Changes v1.75:
- Start diplo/faction-standings overworked.
- Adjustments for the campaign script (ie. army spawn balancing for some capitals).
- Adjustments for Isengard recruitment (strenghened).
- Adjustments for Isengard and Dwarven unit stats.
...requires new campaign start.
V 1.8: 20./21. Aug. 2012
Changes v1.8:
- Silvan Elves, as AI now gets only 1 region gift (instead of 3) via 1st turn campaign scripting.
- Rohan, as AI now gets only 1 region gift (instead of 2) via 1st turn campaign scripting.
- Isengard, as AI now gets only 1 region gift (instead of 2) via 1st turn campaign scripting.
- Eriador, family tree changed, Araphor now married into the royal family, and King Arathorn (Aragorn's father) dies per script (this will enable the according message).
- Start situation, very few other common balancing changes for some starting armies.
- Mordor, recruitment in Dol Guldur/Deep Mirkwood improved (after all it's the evil main outpost in the forest).
- Rohan, unit stats adjustments.
- Pike units, effectivity increased and all of them now have armour piercing capability.
...requires new campaign start.
V 1.85: 22. Aug. 2012
Changes v1.85:
- Victory Conditions once more overhauled (the changes might cause some more interest by evil side factions for merely distanced regions).
- Diplo-start/faction-standing bit changed (ie. Silvan Elves allied with Dale), all in all should help more to lump together the both sides vs each other.
- Start-setting for some good side factions bit changed, ie. good side hero characters got special bodyguards (new entries) with more capability than the usual one.
- Combat stats for real battles and autocalculation partly overworked (i hope it can help a bit the good side AI's vs the evil power, however the announced
balance stays: challenge increased for good side factions, if human player or AI, while surely it is possible as good side human player with certain factions
to be the saviour for Middle-earth, and remind you, this is partly the motto of this submod). I shall mention that Snagas are now really canonfodder (again).
- New special feature implemented when Shire and Fangorn got and keep autonomy, good side factions (both Elves, Eriador/Arnor and Gondor) get access to allied
Ents (very rare, but still a great help) in certain forest regions, which are at the start underdeveloped, except for a Silvan Elves region ... i won't reveal
those regions (surprise for the ones who find it out). Note: I got no according error message or log-entry whatsoever, but the event (feature) is still a matter
of testing, if it functions as planned (but it should), as it is interaction of the campaign script and special tech-tree coding incl. new hidden resources and
new unit entries.
- Isengard, and both Orc factions now can also recruit Black Spider mercs (new entry) in certain regions (rare and smaller groups, but still ...).
- Eriador, rare Grey Company unit (new entry) recruitable in Bree.
- Few more ZoR/AoR units than before for certain good side factions (with some new unit entries), this is wip (next versions will get still more).
- Recruitment in general still more possible in natural areas per faction and focused also on centers ie. the starting capitals.
- Recruitment buildings (stables, barracks, ranges) once more reduced in construction price.
...requires new campaign start.
V 1.9: 24. Aug. 2012
Changes v1.9:
- Some balancing adjustments (certain replenishment values, some unit stats ie. Elves, some tech-tree items).
- Diplo-start adjustments (startsetting war and alliances).
- Display fix for ports and seatrade in tech-tree (is also a M2TW vanilla bug), buildings now listed properly dependent on port access.
- Campaign end-date changed to 50 years more (200 turns added, 400 -> 600).
- Aragorn, family-tree now lore-properly done (Gilraen mother, Arathorn father as it was already, no brothers/sisters).
- ZoR/AoR Eriador, recruits "Bree" Militia again but only in Breeland (unit name and desc changed accordingly), recruits now common auxiliary and advanced ones in non-Bree regions.
- ZoR/AoR Arnor, recruits now "Arnor" units only in Arnor original areas, else as it was already with ie. Gondor units, and Rohan units etc.. Exception are Arnor Miltias and Archer units,
which remain with their former requirements (these units are renamed though with 'Reunited Kingdom' desc).
...requires new campaign start.
V 1.95: 29. Aug. 2012
Changes v1.95:
- Eriador, 'Merchant' units renamed/desc changed to 'Bree Heavy Militia'.
- Eriador, common aux units partly renamed/desc changed incl. some stats updates.
- Eriador, some unit names changed (ie. 'Battle-ready Dunedain' to 'Dunedain Swordwarrior' and such).
- Eriador, Halbarad (ranger friend of Aragorn) got Grey Company as bg unit.
- Eriador, formerly added recruitable Grey Company unit disabled.
- Eriador, family tree changed again and now expanded to many existing characters, while Aragorn now starts solo as the lonesome 'strider'.
- Traits, one basic evil/good side trait added.
- Traits, evil side general characters always get +dread attributes, vice versa for good side which get +respect attributes.
- Traits, some other changes ie. AI boost bonusses reduced (this is for good/evil side factions alike) to limiting a bit those extra affects.
- Campaign scripting, AI setup once again changed ie. the character removals erased (now ie. Witchking is there from the start).
- Castle-forts, garrisons added with characters which got the immobile trait.
- Start settings, for Mordor and Isengard once more slightly changed.
- Spy and assassin recruitment, anew organised (now according Guilds play a relevant role).
- Missions, unit rewards removed (thanks to Rickilicious for putting the elite unit reward item on the table).
- Some other small tech-tree updates.
- Few unit stats updates.
...requires new campaign start.
V 1.97: 31. Aug. 2012
Changes v1.97:
- Elven and Dwarves pop-growth bonusses erased (except for Dwarves with mines, which remains). Hint: Some pop-growth bonus codes were first implemented with this submod.
- Elven and Dwarves recruitment speed decreased (now all need 2 turns).
Increases once again the challenge to play with High Elves, Silvan Elves and Dwarves. Lore-background is the "fact" that these folks departed more and more from Middle-earth.
- Diverse coding tweaks/ammendments (which i can't recall now).
...requires new campaign start.
V 1.98: 2. Sept. 2012
Changes v1.98:
- Fixed missions file (campaign-crashes).
- Mission rewards are modified still, ie. max one unit reward.
- Dismounted Dunedain Knights strenghened slightly (thanks MrExpendable for the hint).
- Requirements for castle paved roads changed.
...technically save game compatible for 1.97.
V 1.99: 5. Sept. 2012
Changes v1.99:
- Startsetting, factionstanding changed ie. good and evil faction like their specific sides bit more than before.
- Tech-tree, pop-growth rates here and there reduced.
- Tech-tree, added more law/happiness AI bonusses to core buildings.
- ZoR/AoR recruitment, partly changed (frequence, ownerships).
- AoR Gondor-Rohan alliance added, Gondor now can recruit Rohan reinforcements in certain Gondor home areas.
- Gondor, some unit stats changes.
- AoR units, edu code ammendments (might solve experienced battle-crashes, tests have been successful).
...requires new campaign start.
V 1.99.5: 14. Sept. 2012
Changes v1.99.5:
- Fixed edu file (battle-crashes gone), and just all added extra-officer stuff disabled.
- Blackroot Archer separate bg unit added to the Gondor character of Erech (might solve the listed vanilla bug of bg non-replenishment).
- Faction start settings, war/ally and diplo standings changed to more evil/good blocks (AI behaviour needs further observation during campaign).
- Faction victory conditions, partly revised again (AI behaviour needs further observation during campaign).
- Gondor recruitment changed, certain heavy units now only in Minas Tirith.
- Gondor recruitment changed, added common aux infantry for non-Minas Tirith regions.
- Gondor recruitment changed, Swan Knights horse earlier available.
- Gondor recruitment changed, Ithilien Rangers also in West-Osgiliath available.
- Small AoR recruitment changes.
...requires new campaign start.
V 1.99.7: 15. Sept. 2012
Changes v1.99.7:
- Arnor recruitment low-mid units partly changed with AoR units.
- Dale recruitment strenghened with few AoR units.
- OoG and OoMM recruitment strenghened for certain areas.
...requires new campaign start.
V 1.99.8: 16. Sept. 2012
Changes v1.99.8:
- Tech-tree correction (former single file attachment).
- Few victory conditions changed again.
- 'Arwen' female name added to Eriador, Arnor and Gondor.
- Isengard, recruitment-balancing for the most heavy units.
- AoR, Southern allied militia unit added for Men factions.
...requires new campaign start.
V 1.99.9: 19. Sept. 2012
Changes v1.99.9: (last beta prior to final v2.0)
- Different traits file changes (ie. Theoden gets troops morale bonus; Bard/Dale leader gets immobile trait as well to keep him in the capital; marriage/adoption/comes-of-age command stars probability reduced).
- Startsituation, Gondor some starting army changes, ie. Imrahil got Dismounted Swan Knights BG, and is locked; West-Osgiliath got one unit Osgiliath Pikemen, Boromir now with Ithilien Archers.
- Startsetting, Elrond's council happened, some old good side pacts are forged, fellowship characters went out of Moria, Saruman's true goals are revealed ...
SE, Eriador, Dwarves and Gondor player: check the area for Legolas, Gandalf and Aragorn, Gimli and Boromir.
- Startsetting, war/ally once again changed to the according situation above.
- Recruitment in particular bit more comfortable for Arnor.
- Very few other recruitment changes.
...requires new campaign start.
V 2.0: 22. Sept. 2012
Changes v2.0: (final TATW Realism+ edition)
- Unit stats adjustments, generally for Harad units, else all cavalry units got good stamina.
- ZoR/AoR, few recruitment adjustments.
- Unit recruitment expanded, former merc-pool-only units enabled for the ZoR/AoR (OoG, Rhun, Dale units).
- Start situation adjustments, ie. Thengel dies per script (lore proper), Aragorn now is married with Arwen (just no way to give him his true love during the campaign).
- Very few victory condition adjustments.
- Boromir's marthyrium ... .
- Rhun AI scripting, one less region-gift at game-start.
- Some other campaign adjustments.
...requires new campaign start.
Patches
----------
(although i call that 'patches', it is the same full submod file structure per patch-version as above, they patch however the former planned "final" version 2.0)
V 2.1: 28. Sept. 2012
Changes v2.1:
- Many changes for the traits files again (ie. check: 'Middle-earth General' after first turn).
- Common campaign balancing (start, script and tech-tree, recruitment).
- Some unit stats balancing.
- Recruitable generals (AI only, except Dale, Eriador and Arnor player).
- Including some fixes (needs playtesting for the v2.0 campaign-crash issue).
...requires new campaign start.
V 2.2: 30. Sept. 2012
Changes v2.2:
- Campaign ctd fix (traits file fixes).
...technically save compatible (but new campaign start highly recommended as traits will be messed up when using a save game).
V 2.3: 2. Okt. 2012
Changes v2.3:
- Tons of balancing work, a lot for certain units stats ie. quality archers far better, startsetting ie. Dale bit strenghened, finetuning for ZoR/AoR recruitment, and more).
- Some units "recycled", new unique usages (ie. now Axemen of Andrast, Mariners of Dol Amroth, Eriador Militia, Arthedain Riders, Cardolan Retainers and more).
- Traits files overhauled (compared to former versions, now almost only additional contents aka vanilla codes remain as in 3.2).
- Some scripting changes.
- Family tree's significantly expanded (Eriador was already done, now also for Rohan, Gondor, Dale, Dwarves, Rhun, Harad and bit for HE, SE),
orcish factions have no family tree, nothing done there.
- Descriptive text work.
- Backup files now included in upload (re-installation same wise as the submod).
...requires new campaign start.
V 2.35: 4. Okt. 2012
Changes v2.35: (ZoR/AoR changes only)
- Recruitment correction for Eriador-Rohan alliance recruitment in certain regions.
- New Eriador militia unit recruitment expanded a bit.
- Now also native militia unit recruitment of variag rebels for good side factions (represent unloyal Variags vs the Shadow).
- Other small ZoR/AoR changes.
- Few according unit description changes.
V 2.4: 5. Okt. 2012
Changes v2.4:
- Script correction for Dale spawn units (as for recent unit switches).
- Recruitment, Armored Sword and Spearmen AoR unit spread to more factions (affects Eriador/Arnor, Gondor and Dale).
- Recruitment, Axemen of Andrast recruitable at Gondor's coasts (Gondor mercenary unit).
- Combat, some of Gondor unit stats improved.
- Combat, some of Dale unit stats improved.
- Few according unit description changes.
...requires new campaign start.
V 2.45: 7. Okt. 2012
Changes v2.45:
- Script change, Rhun AI doesn't get Lower Khand as region gift.
- Recruitment, Isengard gets better frequence of Uruk-Hai Infantry and Dunlending Spearmen.
- Kings purse, bit more money for Dale, bit less for Rhun.
- Combat stats, some of Rhun unit stats nerfed, partly bit better morale for some low tier good side units.
- Few other small things.
...requires new campaign start.
V 2.46: 20. Okt. 2012
Changes v2.46:
- Battle-crash fix for Gondor Cavalry Militia unit.
V 2.4x: 2. Nov. 2012
Changes v2.4x: (in-between open beta)
- Includes G5 RBAI 5.7 reinforcement bugfix.
- Unit implementation (for now: 8 new units, models/name/desc) for the overhauled AoR system (model/source material TLK mod, credits to danova et al/team).
- Recruitment system/parameters overworked, all good side faction core units are solely available in ZoR regions.
- Recruitment system/parameters overworked, changes with focus on good side factions, new units recruitable via AoR regions.
- Diverse balancing changes.
- Diverse unit role/name/desc changes, plus one Rohan unit enabled which was disabled in TATW 3.2
- TATW 3.2 intro replaced with TATW Realism+ intro.
...requires new campaign start.
V 2.48: 16. Nov. 2012
Changes v2.48: (official open beta)
- 17 new units/models implemented (model/source material TLK mod, credits to danova et al/team).
- Diverse more ZoR/AoR units provided from TATW vanilla resource.
- Recruitment complete new organised (barracks).
- Diverse other balancing items.
...requires new campaign start.
V 2.49: 21. Nov. 2012
Changes v2.49: (official open beta)
- 2 cosmetic fixes for implemented units.
- 1 more new unit/model implemented "Rhovanion Peasants" AoR javeliners support (model/source material TLK mod, credits to danova et al/team).
- Units recruitment for few units new ordered, ie. Rohan Royal Guard into Golden Hall, Mordor Uruk heavy units only in core Mordor regions.
- Units stat balancing for few units, ie. all cav at least def skill 4.
- Nearly all units have upkeep_free attribute.
- Campaign script, AI "surrender" unit spawns removed for evil factions, slightly strenghened for good side factions.
...requires new campaign start.
V 2.50: 2. Dec. 2012
Changes v2.50:
- 7 more new units/models implemented (model/source material TLK mod, credits to danova et al/team), together now 25 complete new units.
- Rhun and Harad apply now a ZoR/AoR recruitment as well.
- Some recruitment parameter changes.
- Some unit role and some name desc changes.
- The added ents recruitment disabled (now appear only via script again, Fangorn).
- Diverse other changes (script, start situation, balancing).
...requires new campaign start.
V 2.6: 3. Dec. 2012
Changes v2.6:
- Some balancing adjustments.
- Balancing, Dale's settlement startsituations significantly improved.
- Harad and Rhun AoR levy recruitment more differentiated, levy unit number different (per faction and region).
- Game start, Rhun doesn't get North-Rhun per script anymore.
- Campaign script fix (one bug in 2.5x).
- 1 more new unit/model implemented for Dale/Dorwinian (model/source material TLK mod, credits to danova et al/team), together now 26 complete new units.
- Unit ui merc folder contained completely to ensure all unit pics (of added units) are there in the published submod (thus the file is a bit bigger than 2.5).
...requires new campaign start.
V 2.61: 5. Dec 2012 (patch for 2.6)
Changes v2.61:
- Solves the save/reload bug (campaign script fix)
- Changes the campaign script, AI setup startsettings (ie. no settlement AI gifts per script anymore).
- Start map, all settlements are organised with the start file.
- Very few other changes for units and recruitment (only for a few recently added units).
...requires new campaign start.
V 2.61 as such won't be developed further.
V 2.7 (and higher) is a relaunch, but the direct follow-up of the former design though. The main design difference is the changed unit addition content.