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Thread: Mod Changelog

  1. #1

    Default Mod Changelog

    This is not a comprehensive list of chagnes but rather an overal list for getting a feeling of where the mod has progressed



    Version 1.0 log


    battles are much more slow now.


    baseline units have lowered upkeep.


    siege towers nerfed.


    Dragons beefed up considerably.


    Muskets now fire at a much slower rate but do much more damage. The same with other gunpowder weapons.


    speeds for all units adjusted to more realistic values. (this will seem slow, from the godlike vantage point you enjoy and what most players are used too)


    Chaos warriors, heros, and chosen given swords.


    Archaon Buffed.


    Zombies slowed considerably and made larger. upkeep reduced.


    Skeletons slowed down and lowered upkeep.


    Officers added to all ground and siege units for empire and bretonnia as well as the levies for slyvania.


    Levies added to slyvania.


    dismounted Reiksguard added.


    heroes/lords gain 2 skill points per level.


    Veterancy is a big deal in this mod, especially for leadership.

    Update: May 27 @ 3:20am

    V 1.1
    Major update. not savegame compatable.


    Buffed Dragons Zombie and Chaos to reflect the awesome power of Dragons. Zombie dragon is slightly less powerful than the chaos.

    changed stats for almost every unit, or adjusted armour. Dwarfs remained largely untouched.
    * Orks are savage brutal heavy death dealers and if they get close enough will tear apart your lines, but there morale is there weakness.
    * Chaos have great heavy infantry that is some of the best in the game and the widest selection of nasty monsters. Dragon ogres are MEAN now, like Kholek will reck your stuff. Archaon with his quest items should be the most poweful single character in the game. Chaos will be a real threat for any faction.
    * The empire has seen reduced costs and upkeep for its mainstay units and the same for its hereoes/lords though they also have been debuffed. Humans are squishy in warhammer even the heroes. The Empire will have to rely on gunpowder units to make up for their lack of monsters.
    * Vampire counts have seen a change in they dynamic of skeletons and zombies. Zombies have essentially zero upkeep but are trash on the battlefield, skeletons are much debuffed, but also cost less. However morale for those units has been increased marketedly.

    Units resized. Specifically legendary lords to realistic proportions.

    added nuln engineers
    they have been modified and now fire a burst of 6 shots. Sound is a little wonky on that let me know if you know how to fix

    Chaos Warriors have helmets now

    Tax revenue increased.

    Demigryphs got officers

    now have the ability to confederate or vassalize more nations.

    many more minor changes I cant remember im sure.


    Last edited by WakelessREX; June 23, 2016 at 11:17 PM.

  2. #2

    Default Re: Mod Changelog

    Update: May 28 @ 8:30am

    V 1.2

    Major Update, not save game compatible.


    * Fixed Vampire Levy animation Issue

    * Added Vampire Levy Huntsmen

    * Increased Morale across the board as units were routing to easily

    * Increased speed of Vampires (vampire hero, vampire lord, and manfred)

    * All undead units are now immune to fatigue

    * Increased nmannfreds health to be the same of other Vampires.

    * Empire heo health was decreased as well as their upkeep. You will also be able to recruit many more. Will continue this trend with the mod towards realistic human hero characters that are many in number because of their frailness. Karl franz wouldnt be hot stuff without deathwing for instance.

    * Gave Orcs and chaos warrios fatigue resistence.

    * Messed around with Orc stats. Black Orcs are MEAN.

    Many other minor additions.

    Last edited by WakelessREX; June 21, 2016 at 04:52 PM.

  3. #3

    Default Re: Mod Changelog

    Update: May 28 @ 6:14pm
    Version 1.2.1

    * Increased winds of magic cpacity and recharge.

    * increased upkeep of specific vampire count units. Mainly vamps and high tier also Wraiths who got a HUGE buff.

    * made chaos invasion in campaign much stronger.

    * changed color of black orcs to black.

    other small changes.


    Update: May 31 @ 5:02am
    Version 1.3
    MAJOR UPDATE


    The begining of the magic system has been implemented. This approach to magic will make it a more strategic but powerful weapon. Many small changes done to magic abilities and the system.

    added blood knights to VC

    added the ability for sigvald and archaon to mount manticore and dragons.

    changed the marks of chaos slightly.

    many more small changes

    Last edited by WakelessREX; June 21, 2016 at 04:53 PM.

  4. #4

    Default Re: Mod Changelog

    Update: May 31 @ 5:08am
    Version 1.3.1
    small change

    patch to the winds of magic Kv_rules table.


    Update: May 31 @ 5:45am
    Version 1.3.1
    small backend update

    To help with those getting crashes. no actual changes made


    Update: Jun 1 @ 12:08am
    Version 1.3.2
    Skill update.

    New skills have been added and espcially for the magic user line. this should make magic overall a much more nuanced and enjoyable part of the game.


    Update: Jun 1 @ 5:35am
    1.3.3
    MAJOR UPDATE.


    Added new units. Bretonnian grail pilgrims, dismounted knights. Empire huntsmen, Dwarf dragon slayers and dwarf rangers.

    made adjustment to skills and legendary gear equipment.

    Gave dwarfs resistence to fatigue

    changed around the projectiles to make gunpowder even more effective but more inaccurate (especially for cannons)

    gave the dwarf rune abilities some love

    a few other small things I dont remeber XD



    Update: Jun 2 @ 7:21am
    1.4
    MAJOR UPDATE.


    Magic system implemented fully (minor changes may come in the future)

    Spells are much more devestating now but have a far higher miscast rate and cost more. Advanced your spellcasters down the magic skills in the tree to reduce miscast effects and become stronger.

    Minor fixes to several units.
    Repeater gun units ammo count and reload fixed.
    Dismounted blood knights given proper battle entities.
    Very minor stat boost to some chaos units.

    Started to integrate unit caps for campaign. Some of these units have a much reduced upkeep but are still expensive to purchase. "Chaos spawn"

    New building effects added.

    Changed around a few things in the kv tables. Battles should be even longer and more realistic now.

    All retinues/ancilleries are now permanent. No need to worry about them taking off for no reason.

    Minor debuff to the morale of orcs.

    Increased the leadership bonus of generals and the effect when they die.

    Fine tuneing the projectiles tables.

    Update: Jun 3 @ 8:16am
    Version 1.4.1
    Small update


    Dragon breaths added.

    Chaos Warhounds changed significantly to reflect a daemonic origin
    The warhounds have been changed greatly to reflect their daemonic origins. They are much tougher to kill now as they are half daemons, they have higher attack, but are fewwer in number. they are much larger but charge even faster than horses. However they dont run faster than horses still so you have to get them close enough so they can charge. youll have to be crafty but i know you can do it!


    small backend changes


    Update: Jun 3 @ 8:30am
    version 1.4.1
    small update


    tax update


    Update: Jun 3 @ 11:20am
    version 1.4.1
    small update.


    Direwolves stats changed.

    Zombies formation changed


    Update: Jun 4 @ 2:41am
    Version 1.4.2
    Small update


    Backend fixes to hopefully help with the few people haveing crashes


    Update: Jun 4 @ 4:28am
    version 1.4.2
    small update


    added deaths head helberdiers.

    fixed blood knights

    new empire state skins

    a few other small additions


    Update: Jun 5 @ 8:03am
    Version 1.4.3
    MAJOR UPDATE


    added skeleton archers.

    fixed several spell durations that were not working.

    gave all vampire units regen and hunger

    changed stats of black orcs and warbosses

    Agent spamming effect actions reduction. you should see much less success now

    various other small tidbits

    Changed damage of chaos hounds


    Update: Jun 6 @ 5:46pm
    Major Update

    Corrected grave guard weapon strengths

    New factions names and flags.


    Update: Jun 7 @ 8:09am
    Version 1.4.4
    MAJOR UPDATE


    wow alot of stuff here, memory so bad XD

    * New Empire AOR system, recruit other imperial factions troops in their regions.

    * Various chagnes to units. Vampires, black orcs, chosen among them.

    * chagned size of chaos horses to better reflect their ability to carry chaos warriors.

    * changed starting units for some LL. Kholek is a BEAST

    * Fixed the text of my magic skill line XD (im the best)

    * Various other small fixes I cant be bothered to remember

    * Fatigue system slightly altered to allow longer times of activity


    Update: Jun 9 @ 2:25pm
    Version 1.4.5
    MAJOR UPDATE

    * Legendary Lord Gear adjusted to closer to Lore values

    * Added in New units from Prime Ministers sinisters new units mod

    * Changed miscasts and what damage they can do (you can kill alot of your units now attempting big spells)

    * Changed alot of minor stats for units around

    * Manticore now has poisonous attacks.

    * Offensive agent actions have been taken out of the game for now until a better cure for agent spam is found.

    * Regional Recruitment only partianlly included (wait for next update XD)

    * Blood Knight recruitment should be fixed now

    * got rid of the shining light eminating upwards from heros

    supplement to notes: Miscast has been totally revamped. Now there are 6 levels of miscast, with the spells power determining just how severe the miscast will be. Expect dire results if you fail to overcast the top tier spells. You have been warned!!


    Update: Jun 10 @ 2:56pm
    Version 1.4.5
    Update.

    * Fixed magic miscast explosions, still quite volitile at higher levels. (Lore Accurate)

    * Increased smoke effects

    * various other small fixes



    Update: Jun 13 @ 6:19pm
    Version 1.4.5

    Minor update.

    -Vortex spells have been tweaked (most heavily) to better reflect their power and high miscast chance. In game they should be more usable.

    -Some vampires units did not have hunger in the campaign. Fixed

    -Poison and burning effects raised from 5sec to 10sec, and burning has a larger leadership penalty.


    Update: Jun 20 @ 10:39pm
    Major update 1.4.6

    There has been a host of changes here:

    1. Fatigue has been reduced again. Expect units to be able to run further and fight longer. (No more one charge knight are tired)

    2. Various morale tweaks. Still WIP.

    3. Economy. Less gold, much slower growth (You actually have to build those farms now), The whole managment side, while far from perfect actally needs to be played now.

    4. Hero's. Heros have had a major hp nerf across the board (halved). Now each mount a hero gets adds hp to the unit in a much more uniform way. However, 'super' mounts (dragons/manticores/griphons etc) are now MUCH stronger in comparison (and so is the level requirement to get them).

    5. Miscast has been tweaked to refect the above changes. While we really liked the explosive miscast, the ai is just too poor to handle it, and most times it actually helped the player, not hindered. (explosive damage is also gone).

    6. Plenty of unit rebalancing (though not much empire yet), especially in terms of race consistancy.

    7. Experience needed for unit levels increased, gains for those levels slightly increased (except for leadership, which was reduced).

    8. The very hard level is the level that has been best balanced for a harder playthrough (actually harder then lengendary).



  5. #5

    Default Re: Mod Changelog

    Update: Jun 23 @ 12:18am
    Version 1.4.7
    MAJOR UPDATE


    * Archaon now goves horde infighting immunity to all chaos armies in the region he is in.

    * Changed how bows, crossbows, and firearms interact with the game. A short descrip..
    Bow: Long range, small ap power, fast reload.
    Longbow: Very long range, slightly better ap, slower reload, innaccurate.
    Crossbow: short range, medium ap, slow reload compared to bows.
    Flintlocks: Medium range, very high ap, very slow reload, very innaccurate.
    Rilfes: Very Long range, Very high AP, slow reload, accurate.

    * added loose formation to most of the units in game.

    * added formed attack for most of the drilled units in game (mostly humans and dwarfs)

    * changed arcane conduit to be accessable from rank 1

    * slithly increased collision throwback

    * updated building effects

    * added many new units to the chaos faction.

    * more minor points

  6. #6

    Default Re: Mod Changelog

    Due to the immense work involved in updateing the mod after a dlc drop. Which in some cases is equivalent to a total rebuild I will no longer be keeping this changelog up to date. Only the steam changelog will update.

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