1.12 Changelog:
-Balrog script altered so that only one balrog model appears on battle map.
1.11 Changelog
-Hobbits recruitable, lower pool for bandobras archers
-Hobbits replenishable at the prancing pony
-Smials in Staddle
-Smials give support for one unit, and have a recruitment slot of one unit.
-Bree can upgrade to city, note that if you do, the custom settlement battlemap no longer exists.
-Slowed recruitment pool replinishment for knights of Annúminas and dismounted knights
-If you're playing a good faction, the evil factions get recruitment bonuses. If you're playing an evil faction, the good factions get recruitment bonuses.
-Slowed recruitment pool replinishment for all Dwarf units to roughly 75% of former values
-Dúnedain recruitable across arnor, greenway guards along the length of the greenway, between fornost and isengard.
-Made a hill for himring
-Fixed tol fuin's geography
-Renamed and relocated and changed sizes of several settlements and territories in Eriador
-Now possible to build roads over/through Misty Mountains at High Pass and Moria
-Now not possible to build useless roads in Orc Outpost and Mountain Fort
-Rebel settlements are now all simply called Settlement or Fortifications on the tooltips, rather than village, large town, etc.
-Moved Rhudaur's Fort
-Placed Swamps around Morva Tarth (e.g. Rhudaur's Fort)
-Moved Lond Daer's Port so ships can actually move in and out of the river even if they aren't the owner of that port
-Shuffled Eriador's starting settlements
-Amon Sul is once again a fortress (so that build options are less limited)
-Many settlements in eriador are now ruins, and named as such.
-Ruins are now considered villages or motte and baileys, but both look like identical ruins until you start upgrading the settlements
-Most Ithilien settlements are ruins, as well as across the brown lands and Rhovanion.
-Chey Sart has its volcano
-A few more forests in Enedwaith
-Dyr is now a woodland, as it is meant to be
-Replaced the village in southern Felaya with the ancient Numenorean city of Nîlûlondê
-Made Harshandatt a little hilly
-Raised the watchtower in the Orocarni up to a peak so it sees over the edges of the mountain
-Changed the religion in the Bellakar regions
-moved the honey in Desdursytan and corrected an error for the one in Y-Lusturangsur
-Made Daldunair swamp in Rycolis
-Made the butte with swamp atop of it in Desdursyton
-Made the river running navigable
-Made the lake Linenether and moved the settlement in Relmether just north of it.
-Settlement Name change scripts now work for all good and evil factions
-Isengard now renames to Angrenost for Elves and Dúnedain
-Goblin Town now renames to High Pass when conquered by good factions and reverts for evil
-The recruitment pool for hobbit units now start the game empty
-The ruins settlements now rename to their proper names once they upgrade
-Spies for Gondor and FPOE are now called rangers on the stratmap
-Added Dead of the Marshes and Wights from BUS (as well as several other orc models, thanks bosses, awesome work)
-Made a lot of the starting bandits/ambushes more appropriate in terms of unit-types
-Now wights on the cardolan barrow down unique tile. And it's nighttime. And foggy.
-Now hilly in the barrow downs
-Arnor Sergeants now don't display as a recruitment option until after the Arnor Reunion
-Arnorian Heavy Archers now recruitable a settlement level earlier
-Arnorian Men At Arms now recruitable in Large Towns
-Greenway sentries given slightly more of a bonus vs cavalry
-Longer recruitment pool replenishment times for greenway guards and sentries, lower recruitment pool maximum, but now able to continue recruiting them beyond the formation of arnor
-Dúnedain rangers are now a little more dangerous
-Ithilien rangers are also more dangerous
-Dúnedain kingdoms' pikemen units are actually useful now
-Dropped "Eagle" from "Eagle inspires nearby troops"
-Fangorn now includes all of fangorn instead of just half of it
-Arnor can build all Gondor buildings and vice-versa
-Arnor units now upgrade several times, like their Gondor counterparts
-Arnor can now recruit Alcarondas
-Adjusted low-tier orc units' morale and formation
-Added a few rangers and set the Dúnedain generals from the shire into the wild
-Renamed Thorin's Halls to Nan-i-Naugrim
-Added Minas Ithil Units (thanks DaC team!)
-Added a script that requires the recapture of Minas Ithil to build the Ithil Units
-Changed Eriador's family tree
-Expanded the list of names for Eriador to included whatever Gondor had, and replaced the female character names with Dúnedain names.
-East west road now spans from mithlond to rivendell, and the north south from fornost to minas tirith
-Numenoreans can now build highways (removed the ones in Harad)
-Highways now look like highways instead of dirt roads
-Osgiliath Pikemen can be built on both sides of the river
-Repaired the tech tree description for towers in export_buildings
-Removed Faramir and Boromir's bodyguard units as a separate entry in the EDU. They now get the normal Citadel Guard and Ithilien Rangers Units (note the latter is improved anyways).
-Removed corruption (was at 0.75). Tired of not putting my capital where I want it because I'm trying to maximize $$. You'll need the extra cash anyways.
-Adjusted the factions colours
-Many new character names for Rhun
-Gave Muhad Beastmasters Camels instead of horses (like the unit card)
-Snaga units now have a few larger orc 'motivators'
-Added Arnor Marines unit as AOR along rivers/coasts in arnor region.
-Mounted Clanguard available a tier before variag raiders for Rhun
-Gondor and Arnor can build each other's AOR units if they own the relevant territory
-Orc armies are now called Orc Hordes for misty mountain orcs, gundabad orcs, and orocarni orcs
-Tarkhesh is now called Har Shulam
-Changed the sizes of some settlements in Umbar territory
-A little more variety for starting units for Rhun and Harad
-Druedain forest settlement now a forest battlemap.
-Shuffled some Gondor/Mordor starting settlements along their common border, and increased King's Purse for Mordor.
-Removed script granting AI additional starting settlements.
-Wrakyaburg and Framsburg now ruins
-Amon gastal and most mirkwood settlements now have forest battlemaps
-Spiders and orcs for garrisons in most mirkwood settlements
-Grey Mountains given to Gundabad Orcs
-Renamed Limlight Fort to simply Limlight
-Eryn Vorn, Derwath, and Limlight now villages
-Tirith Anduin now wooden fort
-Rebalanced the base King's purse and AI increment for every faction
-Changed the starting culture in Athilin, Allimir, and Amon Sul
-Pirates can spawn in the sea of Rhun
-Beornings can be recruited in Anduin vale by good factions
-Renamed Orc Looters to Wild Orcs and Ranged Orc Looters to Wild Orc Archers
-Most of the lesser Orc units now have a couple of 'motivators'
-Most orc units are now 'untrained'
-Many of the lesser orc units are now hordes
-High elves now have 2 hit points but only about 100 soldiers per unit instead of 120 (depending on unit scale)
-Noterino warriors are a little more deadly.
-Readjusted the mount_effects in the EDU
-Arnor can now get trait Hyarmendacil and Romendacil
-Arnor can rebuid Osgiliath
-On faction selection screen The Dark Lord of Mordor is listed as the faction leader instead of the Witch-King
-Reduced population of both Osgiliaths
-Implemented some of Withwnar's recommended changes to the campaign script
-Corsair invasion script now works for Umbar instead of Harad
-Corsair invasion script should continue working against FPOE/Arnor should they come into possession of relevant settlments in Gondor
-House of Kings and Alliance with Gondor now no longer needed to reform Arnor
-Updated the ancillary text for elendilmir to reflect that
-Fully integrated new factions and new provinces into the campaign_script
-Hobbit autonomy gives you normal hobbit units now so you can blend them with existing units and ones recruited in Staddle. Unfortunately if you end autonomy it doesn't disband them.
-Hobbit road construction script now works for all settlements (presumably)
-With Withwnar's help created a new garrison script so that the garrison replenishes gradually over time (after the siege ends), and a second spawning will never occur during a siege. 1.5 years for full replenishment, 1 year for 2/3 and 0.5 years for 1/3 replenishment.
-Key characters are no longer removed from the map on game startup
-Eriador general battle models are now the arnor ones from the start
-Simplified the Arnor Reunion script a bit and changed it so that old generals get the new bodyguard units (without losing accumulated traits or ancillaries, but unfortunately, they'll likely get moved)
-Fixed Broken description of the Othram
-Gave large and huge cities 3 recruitment slots
-Fixed the historic events for Osgiliath reconstruction
-Made some of the Gondor bodyguards for starting generals unique units
-Removed the Aragorn for Gondor script. The only way to obtain him now is to accept him as King of the RK.
-Rewrote the family tree for Gondor
-Tinkered some more with the expanded.txt and what strat models are called.
-Added Hereditary traits and titles for Hurinionath/Steward and House of Dol Amroth/Prince of Dol Amroth
-Made a mounted Dúnedain Ranger unit
-Made FPOE bodyguards more varied
-Created hereditary titles for many lordships and fiefdoms throughout Arnor and Gondor
-Unique portraits for all starting Arnor and Gondor Lords and Generals (some are better than others)
-Scripted Deaths for new characters Adrahil II and Ecthelion II
-Gondor and Arnor can acquire one another's ancillaries when appropriate
-After the RK event, sons of Arnor generals become Arnor generals and sons of Gondor generals become Gondor generals
-"militia_barracks" can now be build in large cities
-All 'orc' factions now have access to all three snaga types
-Bree Militia units now available only in Bree and Staddle, and can be built after arnor union to reflect its partial autonomy
-Greenway units now available a level earlier
-All dwarf factions have axethrowers again
-Hunting camps can now be built anywhere there is a forest or jungle
-Lumber camps are now only buildable where there is a timber resource
-Rewrote the entries for merchants, merchant militia, lumbermen and hunters so they are more widely relevant than just eriador.
-Lumber camps grant a small increase in income, and no longer affect elven factions negatively.
-Woodsmen and lumbermen can be recruited by any good faction, though only good men factions can construct the required buildings.
-Greenwood provinces begin with hunting/lumber camps present.
-Only hobbit units can be recruited in the shire
-Sea trade buildings now all available a level earlier
-Merchants Quarter available a level earlier
-Caravan buildings can now be built by all human factions in desert and steppe terrain, trade bonuses are 1 higher per level than they were, but only evil factions derive population growth bonuses from the buildings
-Caravans and Animal Husbandry buildings can now be built in castle settlements as well as cities/towns
-Mines now grant dwarves a population bonus in castle settlements as well as cities/towns
-Mithril Mines grant a large population bonus to dwarves
-"History" building for High Elves is now available anywhere with either grassland or forest, and now also grants population growth bonus to AI
-"Dance" building for Silvan Elves is now available anywhere with either forest or jungle, and now also grants population growth bonus to AI
-"Ikoner" and "Flora" buildings are no longer useless for the player. They provide growth and trade.
-Corrected the EDB so that the game could find the text entries for castle ballista towers
-Public Baths now available at level city, and is available to Gondor, Arnor, and the Black Numenoreans
-Aqueducts can now be built and are available to Gondor, Arnor, and the Black Numenoreans
-Morannon guard recruitable only in Morannon again
-Melkor temple chain gives orcs population growth bonus in desolation and mountain landscapes.
-All horsearchers now require an archery building as well as a stable building to construct. Level required is dependent on the unit.
-Market, health, admiralty, and sea trade buildings now available in castles
-Most Huge City buildings now available at Large City level (considering most cities can never become huge).
-Added a Reunited Kingdom Script for both Gondor and Arnor.
-Gundabad now capital of Gundabad Orcs.
-Some castle buildings were in cities in the descr_strat and vice versa. Repaired this.
-Conversion rate reduced by 1% for all relevant buildings.
-Added a dundedain encampment building chain (only 2 instances can exist factionwide)
-Wooden castle recruitment slots reduced to 2
-Town Watch now requires a town again
-Added a non-static Area of Recruitment for Gondor and Arnor's professional armies, that is spread by creating an annex of captured territory. These two 'buildings' are mutually exclusive, so after the RK event you have to choose which Kingdom will govern the territory.
-Eriador Ballista and Eriador Catapults are now Breeland Ballista and Breeland Catapults and are only available in Bree and Staddle. They may also be recruited before and after the Arnor Union event.
-Dunlendings no longer have an Uruk-Hai officer
-Rectified a mid to late game sporadic crash that left no clues in the log. Apparently a building can only have 32 or less recruit_pool entries valid in one location at one time.
-Gondor and Arnor can now build the highest level barracks ("armoury") in their castles.
-Dol Amroth units now also recruitable in Dor-Er-Ernil (Tarnost).
-Someone mixed up the names for greenway guards and greenway sentries. Rectified this oversight.
-Added recruitment buildings to the shire relevant to the shire muster
-Moved all the unique units for Gondor and Arnor to the info buildings to avoid possible late game crashes due to the recruitment buildings having more than 32 active recruit pool entries at once.
-Added "and not hidden_resource arnor/gondor/shire" where appropriate for all standard Gondor and Arnor unit recruitment pools. It may seem redundant considering the existence of building arnor/gondor kingdom, but it's to reduce the entries on the info tab for the recruitment buildings as much as possible. Purely aesthetic effect. Doesn't affect neutral territories, but only each kingdom's core territories.
-Rewrote the recruit_pool entries for the standard units for Gondor and Arnor. Again. Under the new scheme Gondor should be able to recruit Arnor units in Arnor under all circumstances post Arnor union and pre RK union. And Arnor should be able to recruit Gondor units in Gondor pre-RK.
-Gondor Cavalry now available a tier earlier
-Greenway units no longer available in Staddle
-Arnor militias may be replenished but not recruited in bree and staddle
-Renamed knights stables cavalry stables and barons stables knights stables
-Citadel Guard now only available in Minas Tirith
-Siege workshops can't be built in the shire.
-Removed the AI bonuses for siege weapon recruitment
-Rewrote the recruit_pool entries for Dunedain faction siege weapons so that info entries don't show up for units that can never be built in a settlement. Units are now recruitable where they are supposed to be for both factions, and can be replenished in each others' settlements when they control them.
-Added "Gondor" and "Arnor" to the names of their respective siege units
-Added "Gondor" and "Breeland" to the names of their respective archer militias
-Added Arnor Infantry, Arnor Spearmen, and Arnor Steelbow Archers from the AUM
-Added Ithilien Infantry from DaC's Christmas Present.
-Added Bree Militia Horsemen unit.
-Removed Eriador captains from some units where appropriate
-Used the new gondor captain battle model for gondor captains.
-Added new battle models for various officers and standard bearers for Gondor, Lossarnach, and Dol Amroth from NGU.
-Added Boromir and Faramir battle models from NGU
-Added new battle models for blackroot archers, gondor bodyguards, citadel guards, gondor sword militia, gondor yeomen archers (renamed from archer militia), and lossarnach axemen from NGU.
-Edited and updated several info card text entries for Gondor units. Many more to go.
-Added new upgrade models for swan knights, dismounted swan knights, fountain guards, gondor archers, gondor cavalry, gondor infantry, gondor spearmen, and ithilien rangers; models are from NGU.
-Added new units from NGU: citadel guard archers, dol amroth archers, dol amroth guardsmen, dol amroth marines, dol amroth men at arms, dol amroth pikemen, dol amroth cavalry (squires), gondor spear levies (guardsmen), gondor pikemen, scouts of ered nimrais (gondor scouts), skirmishers of the west marches (gondor skirmishers), knights of minas tirith, lebennin spear militia (lebennin guardsmen), lossarnach militia (axeguards), lossarnach hobilars, lossarnach nobles, veterans of osgiliath, wardens of the dome of stars (wardens of the white tower).
-Fixed the pit guard silver surfers for wild orc units.
-Adjusted the move_speed_mod for most units that use it, and slooowwwwed down the trolls. They're supposed to be slow and stupid, not invincible heavy cavalry on nitro.
-Battle-ready dunedain (both foot and mounted) now upgrade to full arnor plate eventually. For the dismounted used the AUM dismounted arnor knights model.
-Dismounted dunedain knights now called dismounted knights of annuminas.
-Battle-ready Dunedain now called Dunedain Swordsmen; mounted battle-ready dunedain now called Mounted Dunedain. Text entry changed. Text entry changes when you become arnor, as does unit card and unit info card. At that point they are 'upgradable' to dunedain knights and dismounted dunedain knights.
-Cave troll now a tier one troll for all orc factions (except isengard, which has no trolls). Mountain trolls are tier 2 (orocarni mountain trolls for OOOM), snow trolls are tier 3 (battle trolls for mordor, which can also recruit snow trolls in the appropriate territories).
-Increased cost and recruitment times for siege weapons; dwarves have comparatively much lower costs for constructing and maintaining siege equipment, and also faster reload times.
-Standardized all unit stats
-Renamed several units. Removed the word 'men' from all the elf units.
-Repurposed several rebel units for AOR units in Anduin, Greenwood, and Bellakar.
-Incorporated the two dale units that werent being used.
-Changed up all the starting rebel units.
-Changed up the starting units for Dale, Eriador, and Gondor to reflect the new available units.
-Beornings now have 2 hit points but less soldiers per unit.
-Gave a little more variety to the bodyguard units for Dale's generals at campaign start.
-Enriched Middle Earth with a plethora of mercenaries.
-Gave Khand and Rhun the Mongolian accent.
-Added Arnor and Gondor Kingdom buildings to their respective territories at startup.
-Removed the arnor hidden resource for anywhere that wasn't Arnor
-The arnor building has a different name and information depending on whether or not Arnor has been restored.
-The arnor building doesn't give a law bonus until after the Arnorean restoration.
-Removed all hidden resources that weren't strictly necessary and added ones that were needed for the new unit recruitment scheme.
-Public order penalties for good factions in control of Rhudaur or Dunland.
-Added additional timber and fur resources to mirkwood areas.
-Changed the recruitment priority offset for harad's cavalry since they were producing proportionally too much compared to their infantry.
-Edited the way the ai recruitment works to make it easier to dovetail a new ring script with it.
-Created an additional tier for ranges and stables for factions where appropriate.
-Rewrote the text entries for all barracks, ranges, stables, and smiths.
-Rewrote all the text entries for the tavern line of buildings. The graphics don't match the names and for now that's just too bad.
-Tavern line of buildings now affect law, happiness, and income, precisely how depending on faction. They are also available to build in castles.
-Agricultural buildings are once again built not according to barracks event, but according to settlement level.
-Units now need the appropriate level of smith building present to be recruited. E.g. if the base level of a unit is chainmail, it requires a blacksmith. If no armour is worn at their base level, no tannery/smith/armourer is required.
-Renamed East Rhun West Rhun
-Redid all the info buildings; updated all the geographical entries, but the content still needs to be updated otherwise.
-Since they're now used more widely, brigand and brigand archer texts are no longer Eriador specific.
-Corrected some punctuation in the settlement and province names.
-Changed a few province names in the misty mountains.
-Renamed East Wold West Wold
-Barracks are no longer required to build smith buildings.
-The first tier of stables and ranges are now available for towns, the second for large towns, the third for cities, the fourth for large cities.
-Smials increase the farming level
-All good "minor faction" units, such as those of Breeland, the Shire, Anduin vale, etc, no longer require any particular culture to recruit, but they do require evil culture in the region to be below certain thresholds, depending on the level of the unit in question. I.e. light units require less than 75% dark culture, medium units require less than 60%, professional less than 34%, elite less than 25%, and very elite less than 15%.
-Merchant units and woodsmen/lumbermen units also have the same lack of evil culture requirement as the minor faction units.
-Most recruitment building levels now available to most factions. Even if they can't build new units at the higher levels, they still have faster replenishment rates.
-Rewrote all of the recruit_pool entries in the EDB.
-Farms in the shire begin upgraded to level 2
-Dwarven settlements start with heavy armourers present, since virtually all of their units require at least that level of building present for recruitment.
-Staddle now starts as a village, using the longbottom model. Reduced its population.
-Increased the population of the shire.
-Roads are now much more rare throughout Middle Earth, typically found in locations only where they were known to exist.
-Roads are now a much more costly and time consuming investment.
-All factions now have a little more variety in their starting bodyguards.
-Mordor starts with some snaga units
-Some units had a spacing in front of their name, most did not. Now none do.
-Changed the starting culture levels in the anduin region.
-Tweaked RK so that, when playing as the north kingdom, you always get a couple of osgiliath vets after reunification.
-Araphor no longer gets dismounted dunedain knights instead of dismounted knights of annuminas, upon arnor reunification.
-No longer using Arnor bodyguards unit. Dunedain bodyguards upgrade to the arnor bodyguards unit model after an armour upgrade. Unit cards change after arnor event.
-Duilin and Derufin now have a scripted coming of age so that they work properly for the rk event.
-Disabled the opening text. To be updated in a future version.
-All barracks events now occur on first turn. If I don't like how it affects gameplay I'll set it back to what it was.
-Also disabled game notes for barracks events in the campaign script, since they are no longer accurate.
-New script allows the exclusion of mercenary recruitment by faction.
-Moved (almost) all unit cards and unit info cards into a single folder. Exceptions: holk (since it is one unit posing as two different ones, for elves and numenoreans), units planned to be removed, units using vanilla info and unit cards (e.g. merc cog, pirate ship), and units I haven't decided whether or not to keep.
-Created the Barrow Wight and Dead of the Marshes traits.
-Changed the strat models for barrow wights and dead of the marshes. Still need one for ungoliant spawn.
-Added the Barrow Downs buildings from the Barrow Downs submod, with some changes. Thanks!
-Updated expanded.txt with regards to the new strat models.
-Slightly changed size, shape, and location of dead marshes.
-Updated regional videos script with regards to dead marshes' new location
-Darkened the colour for slaves.
-Emyn muil now has mordor climate.
-Created new sets of traits and a script that slowly eats away at a generals nerves (and eventually sanity) in certain accursed locations in middle earth. Some locations can be cleansed eventually, via campaign script.
-Increased the evil religion level in Cardolan.
-Some settlement names change when they are de/re-cursed.
-Info Buildings now contain hints about which lands are cursed, and if/how they can be cleansed of their evil.
-Ruins of Ladros now named Taur-Nu-Fuin
-Simplified the Settlement name change script. No longer uses monitor_conditions.
-Dead of the Marshes script created that controls the spawning and disappearance of the Dead of the Marshes.
-Slave faction now uses the same accent as orcs.
-Scripts created that controls the spawning of barrow wights on the south downs and tol fuin, and giant spiders on tol fuin.
-In the hobbit autonomy script you'd never get bandobras archers as hobbit reinforcements due to a minor scripting error. Rectified.
-Vidusith and dale's spy now have the ranger trait.
-Changed the info text for the giant spiders
-Removed all the no_brigands entries in the descr_regions file, as I suspect it will interfere with planned script operations.
-Spider generals in ambush from campaign start now have Giant Spider trait, battle models and portraits.
-Script created that controls the spawning of giant spiders throughout Mirkwood.
-Mirkwood Enchantment effects created that disorient your generals under certain conditions.
-Fiddled with just about all the borders on the vanilla side of the map.
-Renamed provinces in Cardolan.
-Renamed some of the settlements and provinces in Khand
-Made unit cards for the Mounted Nazgul
-Changed the text entry for the One Ring ancillary
-Changed the unit stats for mounted and dismounted Nazgul
-Added strat map models for hobbit generals and Frodo
-Removed Gandalf as a starting general for Northern Dunedain
-Gandalf's ancillary 'gandalf's staff' is now non-transferable and has the Ring as an excluded ancillary.
-Building availability for castle settlements now depend upon settlement size again
-Where there were two building chains for essentially the same structure (one for cities, one for castles), in most cases they've been combined into one, but still require the appropriate level of castle/settlement to construct.
-Gutted the unused buildings from the EDB
-In light of the 64 unit limit for settlements, several supply depots now exist to perform the role previously attempted by one.
-Ballista maker now available at large town level; catapult maker at city level, trebuchet maker at large city level.
-All siege buildings now require hidden resource big_city.
-Third tier conversion building now requires large city
-Racing Track available now at level city
-Athala Rangers are now Rhovanion Rangers
-An alliance with a good faction is now required to hire their units as mercenaries, or replenish the ranks of any units of theirs that you may possess.
-Replaced the former ai recruitment bonus script.
-Rewrote the EDB, again, to take into account the hardcoded limit of 64 units that have recruit_pools per settlement.
-Khand Mercenaries now randomly abandon good factions.
-There is now a global limit on the recruitment of osgiliath veteran units (1-2 depending on circumstance).
-All nazgul exist now from the start
-Created the seven and the nine ring ancillaries
-Significantly increased the benefits of the Three rings.
-Created ancillary Samwise Gamgee
-Edited ancillary Gollum
-Reordered factions on the campaign start screen.
-New Ring Script
-Created a Lesser Rings of Power script
-Slightly altered the text entries for the elven rings.
-Added a level 6 smith building that upgrades to mithril armour when your faction has access to mithril
-Rectified an oversight in the EDB that caused mining income not to be counted towards faction income.
-Created Mines of Moria script for mithril.
-Altered the text for mithril mines
-New Balrog script.
-Changed cost stats for ents, and removed autonomy ents (only one ent unit needed).
-New Ent script.
-Updated battle models for Adrahil, Imrahil, and Forlong
-Changed Mablung's starting position so he wont be attacked 100% of the time in the first turn if left unmoved
-Hobbit reinforcement's from the original autonomy mod now start without armour upgrade or experience bonus
-Rectangle triggering regional video for the shire now has proper placement
-Updated Garrison Script with new units.
-Updated the strengths and weaknesses on the faction selection screen.
-Knocked 200 off recruitment price and 100 off maintenance cost of virtually all orc units (not berserkers, bodyguards, trolls, snaga, or siege units). Orc bodyguards' maintenance cost reduced by 30. Unit and weapon upgrade costs unchanged.
-Snaga are now dirt cheap to recruit and maintain. Unit and weapon upgrade costs unchanged.
-Extra two recruitment slots for orc factions
-If a general unit is lacking, by default the commander's bodyguard becomes a cavalry unit. This resulted in many orc captains standing on the backs of their wargs. The temporary fix was to give them all wargriders as battle models.
-Reduced range of wall trebuchets from 1500 to 573 since the log says that is the max range. In quick testing they didn't seem to work anyways, but someone can correct me if I'm wrong.
-The footpad in the Bree environs is now Bill Ferny, with unique portrait.
-Mapping touch-ups around Buckland
-More high fertility in the Shire
-Added traits Baggins, Master of Buckland, and Brandybuck.
-Now a fort at Brandy Hall/Buck Hill
-Fort Garrison script added.
-Rorimac Brandybuck, Master of Buckland added.
-Lune-land now named Lhûndor
-Dagorlad now named Dead Marshes and Emyn Muil, as it encompasses both, and not so much the battle plain itself.
-Amon Lhaw now the capital of the Dead Marshes and Emyn Muil.
-Tol Brandir now exists
-Road now travels from Ethring to Lossarnach
-Mithlond now a small city.
-Roads added to Durthang and West Encampment.
-Paths of the Dead now closed up. Dunharrow cannot be attacked from the south.
-Mapping changes to Ithilien
-New fort at the mouths of Anduin
-Durin's tower moved, and is now on an actual peak.
-Added Kheled-zaram, as well as the split between the Nimrodel and the Celebrant.
-Some changes to the East side of the Misty mountains between High Pass and Moria
-Added Oases across Haradwaith, guarded by forts.
-Precipitation is now a little less likely in temperate regions, and more likely in tundra/arctic regions
-Climates are now as follows: Mediterranean, Desolation, Desert, Lorien, Steppe, Deciduous Forest, Coniferous Forest, Subterranean, Tundra, Arctic, Tropical, Semi-Arid. No new cas files or battle models for Lorien vegetation at this time.
-Mordor sky no longer red, as it uses the general desolation climate. Sky in such regions is always overcast and gloomy. No precipitation or fog added to the climate at this time.
-Barl Syrnac now has a little more variety in the mountain heights
-Hills (ground type) now more closely correspond to map heights
-Slight hill under Kibil Tarag and Amon Eithel (it's an amon after all)
-Emyn Uial around Faranel now a little hillier
-Talathrant now navigable (mostly), with fishing villages and a couple of ports along its length
-New garrisoned fort on an island in the Talathrant
-Some changes in the fertility across the entire map
-A few rebel settlements now no longer start with farms
-Completely redrawn climate map
-Slightly altered the borders in Mordor
-Added forts to carnen province
-Added a dwarven fort between Kheledhkhizdin and Kibil-Tarag
-Campaign begins with a garrison in every fort
-Scaled up the mountains of Angmar slightly
-Remapped Forodwaith
-Slightly expanded borders of Forodwaith
-Forts now scattered throughout Forodwaith.
-New forts in the Grey Mountains and the Mountains of Angmar
-Mines near forodwaith forts (ostensibly both created by dwarves in the days before the dragons)
-Cleaned up the Arnor Union and RK scripts even more.
-Arnor Union and RK now possible without Aragorn, if an heir of Isildur is alive and faction leader
-For scripting reasons, the AI is now exempted from acquiring the king_eriador ancillary (should Aragorn be killed, that is)
-Elendilmir is now heritable
-The Faction Leader trait was not being granted to the faction heir on becoming the faction leader. This has been rectified.
-For the RK script, any Hurinionath may now be sent as envoy to the North Kingdom.
-In Need of Haste trait for House of Andunie leader of a Dunedain faction when his own or his sister kingdom is under invasion.
-New river ford on the Shirebourn south of the Marish
-Removed units as a payback in descr_missions. I found it was making elite units far too common too early in the game. My attempts to figure out how to simply reduce the amounts of units given were unsuccessful, and so it was scrapped altogether.
-Changed the internal names of several territories in Eriador/Enedwaith. Process_cq command in some scripts was malfunctioning due to some in-game names being the same as internal names for different territories.
-Renamed Rhunaer Khurvasagh, and Dorwinion settlement Szrel-Kain
-Renamed Thoronburg Rhunost
-Moved Tharbad slightly to the west.
-Tharbad now represented by only one settlement.
-South Tharbad becomes South Ered Luin, settlement named Tumnogoth Iaur.
-Sauron province no longer needed, becomes The Great Spur, settlement name Daegoras, in the North Orocarni Range.
-Renamed several more provinces and settlements.
-Mounted Dunedain/Dunedain Knights now available with highest level stable
-Dunedain Swordsmen/Dismounted Dunedain Knights now available with highest level barracks
-Merchant units no longer require a smith building to recruit. Presumably they'll buy their arms elsewhere whenever not locally available.
-Rebalancing of recruitment priority offsets.
-Blacksmiths in dunland/dunland hills on campaign start.
-Knights of Annuminas (mounted and dismounted) only available in Annuminas once again.
-Wargs now have 2 extra attack points
-Snaga and orc missile units now all have an extra charge point
-Dunlendings and Rhudaur units now have an extra attack point
-Palantir Authorisation Ancillary no longer used... while conceptually sound, I often found I was resentful of it using up one of the eight ancillary slots, particularly for a general like Aragorn that has so many used up already.
-Respect is now Nobility, and Feared is once again Dread
-Obedience is now Fervour
-Edited tooltips.txt
-Standardized the Effects Descriptions for the EDA
-Preliminary content editing of export_ancillaries.txt
-Shuffled starting ancillaries.
-Overhaul of the EDA's effects and triggers
-Preliminary content editing of strat.txt
-Dwarf rings now begin generating gold on turn five (the event firing on a faction's first turn just felt out of place).
-Lower Rhun province now named Kelepar.
-Talathrant Valley now named Nan Talathrant.
-Fixed the outbound road location in the southern rammas echor exit.
-Amon Din hill and watchtower now exist
-As Moria no longer has its own unique climate, and the subterranean climate, as is, makes it grassy inside the mines, the desolation climate is temporarily being used instead.
-Changed max bribe chance from 75.0 to 0.0 and min bribe chance from 1.0 to 0.0. After testing, I was astounded at the amount of bribery taking place, and the idea of high elves paying off orcs to call off an attack didn't seem quite right. Seems to me the elves would never offer them anything of value, and even if the orcs accepted the bribe, they'd just turn around and attack them anyways. Furthermore, bribery had the unintended consequence of orc units in elven armies, something that shouldn't happen unless an elf-lord became the new dark lord using the ring. That could be remedied, but I don't want to waste the extra unit slots.
-New rebel factions.
-Join Invasion event picture no longer generic cultural event picture.
-Removed the AI boost traits.
-Removed LoyaltyStarter and ReligionStarter.
-Dunlending rebel generals now use Dunlending strat model.
-Battle Model for Grimbeorn now a beorning.
-Toned down the spiders unit stats.
-Fixed the faction summary window button glitch for the arnor union script.
-Hero abilities for more generals on campaign start.
-Mauhur and his lads now begin in Fangorn
-Cair Andros now a castle instead of a Fortress.
-Disabled intro movies. Many are missing or need to be redone.
-Renamed tourney buildings, and changed their capabilities (including staging games).
-Jousting List/Tourney Fields renamed, have wider faction availability, and have different effects.
-Strat pip for games/races now blank, since the horse pip didn't seem appropriate for martial contests. Replacement ideas needed.
-Top to bottom rewrite of EDCT and export_VnVs.txt.
-Many new traits, and some old ones removed.
-Possible results of denouncement attempt by servants of sauron (inquisitors) are now "Executed for Treason" and "Chastised for Dereliction". Trait ForcedReligious also reflects this new flavour.
-Barliman now a general in Bree.