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Thread: Wind from the East - Changelog and future updates

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    Icon1 Wind from the East - Changelog and future updates


    Changelog and upcoming update information :


    I will post the changelog and to-do-list for the future updates here.

    2.5.6 RELEASED :

    Spoiler Alert, click show to read: 
    - Boosting the damage of bayonet-using units. They are too weak compared to sword-bearing units currently.

    Bayonet units are more attack based than swordsmen ; which are more polyvalent. Bayonet units get large charge bonuses making their charge quite damaging on ennemy units. I have found out from balace-testing that 1 point in attack gives more advantage than 1 point in defense.

    Still, balacing bayonets taking that into account it appears that bayonnet units are at a disadvantage against swords, which is to be fixed.

    - Rebalancing the Ottoman Faction Units ;

    Tufekci Aga Janissary :
    Those units were more powerful than similar-cost units, due to the fact that only one rank fired. However, since the new firing drill update which allows all units to fire, it made them overpowered.

    -> Stats slightly decreased ; especially ranged ones. Their cost increased to match a similar-quality European unit.

    Humbaraci Aga Janissary : They were sub-par compared with the Aga Janissaries ; since both units are supposed to be formed by the same quality of Janissaries ; therefore they have received an update in quality, and price ; cost matches a similar-quality European unit.

    Usta Janissary : For the same reasons as the Aga Janissary, they were too powerful due to the new firing drill, their stat was slightly decreased and their price has been increased to match that of a similar strenght elite unit.

    GENERAL EFFECT on janissary balance :

    The corrupted Janissaries are still represented by the Yaya Janissary units. They are not elite units, are ill-equipped and can just about face, with a disadvantage European Line Infantry. The Aga and Usta Janissaries, representing the true historically-trained Janissaries, and are now balanced, they are truly an elite force ; yet are less cost-effective than the Nizam-I-Cedit.

    Bayonnet units will now fight at a similar strenght as sword-bearing units. The bayonnet, being a somewhat unbalanced spear is a very offensive weapon, dangerous in each and every way ; yet not as good for defense as a sword.

    - Fixing the artillery autoresolve and AI artillery issue :

    Ever since I started using the DMUC Autoresolve settings combined with the new projectiles ; I have started to have the Artillery Units be calculated as much - much more powerful in Autoresolve than they really are. I am trying to fix this and improve autoresolve.

    Since the AI somehow knows of this, I have increased slightly the recruitement and upkeep cost of artillery units.

    - Choice of startpos :

    You will now be able to choose between two startpos.
    The first one, which is the one already present will be left unchanged.
    The second one will have Greece playable.

    Greece will be added new units :
    Marines : Greek marines with the regional unit model.
    Haydut Infantrymen : If you have EUE and control of the region where they can be recruited.
    Bosnian Infantrymen : If you have EUE and control of the region where they can be recruited.
    Bosnian Cavalrymen : Regional cavalry related to the Bosnians.
    Anatolian Horsemen : If the greek take control of Anatolia.
    Turkopoloi : Turkish mercenaries.
    Efe and Zeibeks : Those men were soldiers, village guards not only in Anatolia but also in Greece.

    One new unit for Poland :
    Janczarzy : There was at least two companies of polish Janissaries in history, made out of prisoners of war from the siege of 1683, or out of deserters. You can only have one such unit in the campaign or battle at any time and they are more of an easter egg unit than anything else.
    Source : https://www.kismeta.com/diGrasse/polish_janissary.htm

    Bugfixes :

    - The submarine-ship bug will be fixed. There was an issue with ships half-sunken still responding and controlable ; that will be fixed. (Thought I feel a little bad about it, it looked hilarious ! )

    - The trade menu bug will be fixed ; there is an issue with an Ottoman Technology that messes up the trade menu for the Ottomans. It will now be fixed.
    Last edited by Goutlard; February 27, 2021 at 07:25 AM.
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    Default Re: Upcoming Update Information

    2.5.7 RELEASED :

    Spoiler Alert, click show to read: 
    - Rebalancing the sword vs bayonet.

    The previous update made the bayonnet a little too powerful against the sword, due to the fact that 2 points in attack is as powerful, balancing wise, as 3 points in defense. This unbalance has been fixed.

    - New Ottoman Faction Units (+4) ;

    Solak Janissary :
    They were the direct bodyguards of the Ottoman Emperor, and are the best of the best in the Ottoman Army. A truly elite unit, that may be fielded in little numbers.

    Silahdar Sipahi : An elite Sipahi contingent that wears light armor.

    Yerliye Janissaries (Musketeers and Swordsmen) : They are now the bulk of the Janissary Army. Whilst the Kapikulu Janissaries were always an elite unit, and a powerful one, in the later era a new kind of Janissary appeared, the Yerliye. They were recruited by local landlords, and were trained locally without the rigour, lenght of the true Janissary order.


    - New Greek Faction Units (+5) ;

    Ethnofilakes Guards
    : They are the elite of the greek army, national guards.
    Greek Line Infanty :
    Might be recruited in the balkans, generally greek regions. They are a high quality line infantry.
    Eastern Line Infantry - Eastern Militiamen :
    If Greece expands towards the east and the middle-east, they will recruit those men as the bulk of their armies.
    Greek Cavalrymen : A heavy cavalry unit recruitable in greece and adjacent regions.

    - Bugfixes ;

    A bug related to the garrison units has now been fixed !
    Last edited by Goutlard; April 09, 2017 at 10:13 AM.
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    Default Re: Changelog and future updates

    2.5.8 RELEASED :

    Spoiler Alert, click show to read: 
    - More steppe units for the Crimean Khanate and Russia (+6).

    Added Bashkort Horse Archers, Bashkort Noble Horsemen, Bashkort Dragons, Tatar Lancers, Tatar Besli Musketeers, and Tatar Noble Horsemen for the Crimean Khanate and Russia.

    - Ottoman Empire, Persia, Mamelukes and the Barbary States (+1 units, +3 models) :

    Musellem Horsemen, Azab Musketeers and Tofangchi have more historically accurate textures of higher quality than previously.

    Added Mameluke Heavy Sipahi, an elite mameluke unit available for the Barbary States and the Mamelukes to add more variety to these factions. Didn't add them to the Ottoman Empire since it would be redundent, whilst the Barbary States and Mamelukes lacked a similar quality unit.

    - Persia and Georgia (+5 units) :

    For Georgia :
    Kevshur Warriors, Kevshur Skirmishers and Kevshur Horsemen.

    For Persia :
    Jazayerchi Skirmishers, and the Pashtun Horsemen

    - Europe (+3 units) :


    Swiss Infantry, for France and Spain in different versions ; Slavonian Pandours and Croatian Lancers have been added !

    Those new units are thanks to the works of Sir Digby Chicken Caesar, as well as most new textures.

    - Janissaries :

    There is now a clear distinction between Kapikulu Janissaries (Yaya Janissaries, Aga Janissaries, Usta Janissaries, and Solak Janissaries) whom are truly elite units and the Yerliye Janissaries (Yerliye Janissary Musketeers and Yerliye Janissaries Swordsmen).

    Indeed, the Yerliye Janissaries can be recruited at any barracks at any place in the world, like the Janissaries in the past.

    However, now, the Kapikulu Janissaries may only be recruited in the historical janissary barracks, which are at the Rumelia region, and in Anatolia. For higher quality line infantry recruitable anywhere, an Ottoman player should seek the Nizam-I Cedit units.

    There is another barrack in Egypt for the Cairo Kapikulu Janissaries, where the Cairo Aga Janissary (if you have Eue of the east) and the Cairo Yaya Janissary may be recruited. The Barbary States can only recruit Cairo Janissaries, at Tripoli.

    The Crimean Khanate now has access to the Crimean Janissary unit, at the limit of 4. However, as specified before, they now have access to 6 new units of Bashkort and Tatar inspiration, as well as a buffed Cossack unit making the Crimean Khanate more historically accurate.

    The Kapikulu units are all elite units, hence an upgrade of the Yaya Janissaries.

    - New Greek Faction Units (+5) ;

    Those models were already present in the mod, but not enabled. I thought why not just enable them.

    Evzones Swordsmen and Greek swordsmen
    : Two swordsmen units for Greece, one of almost elite quality, the other of standard quality to add more variety.
    Light Ippeis : As a lighter greek cavalry force.
    Acrobolistes : Light skirmishers.
    Orofilakes : Elite skirmishers from the greek revolution, literally "mountain guards".

    - Georgia, Knights of St John, and Morocco playable :

    They are on the harder side of campaigns and have no victory conditions for now. However, they have indeed been enabled and are wholly playable !
    The victory conditions will be present in the next update.
    Last edited by Goutlard; April 15, 2017 at 04:24 AM.
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    Default Re: Changelog and future updates

    MAJOR UPDATE : 2.6.0 RELEASED:

    Spoiler Alert, click show to read: 
    - Venice, Italian states and Denmark playable.

    Venice, the Italian States and Demnark will now be playable with full victory conditions, no FOV issues, and a campaign description.

    - Victory conditions added to Georgia, Morocco and Knights of St John :

    Those factions now have victory conditions as any playable faction should.
    Their conditions are lower than those of major factions, since they are tougher to play as.

    - More complete roster for Morocco, the Barbary States, and the Mamelukes :


    Those factions lacked artillery, now they have access to some artillery units ; as well as to more regional units, especially cavalry and a few new infantry units.

    - Improved Safavid gamemplay :


    Added three technologies to the Safavid Dynasty :

    Pre-researched :

    - Safavid Feudalism :
    It represents the feudal system in the Safavid dynasty, and it's failures. The strenght of the ulema, as well as the many privileges the Qizilbash Turkmen society benefited. The ulema saw the Shahs as illegitimate rulers, and ethnic minorities envied the privileges given to the Qizilbash leading to internal conflits. In the meantime landowners, whom collected taxes kept most of what they collected for themselves and only gave a handful of the profit to the Shah causing economic problems.

    All those conflicts would cause stability issues in the Safavid Dynasty and lead it to it's eventual fall in 1722.

    To research :

    - Aslahat Reforms : Fictious reforms that represents the modernization of the Safavid taxation system, as well as abolition of some privileges. Largely cancels the disadvantages of the Safavid Feudalism technology, but leads to a spike in unrest causing likely revolts.

    - Aslahat Compromises : Represents compromises made to pacifiy the Safavid state after years of revolt.

    - Buildings with industrialization maluses : are now worth building more. Indeed, other than the baseline growth related to the building improvement, every point in unhappiness adds +3 industry growth ; meaning therefore that the new updates are really worth building, and industrializing to the cost of popular happiness is now truly worth doing.

    - Removed industry bonuses from common buildings, and enhanced those from industrial buildings : Having a developped industry is now a more important advantage and industralized regions will be more important, non-industrialized ones less important.

    - Better morale system : Morale of the units is stronger if uphill, stronger if the flanks are covered, stronger if the general is present. Forts are less advantageous. Army destruction no longer highly penalizes morale, not from a realism standpoint but as an experimentation. That way, the ennemy army has time to rout before the end of the battle, and takes less casualties.

    - Government buildings overhauled
    : They are more important, have larger bonuses. However, they are significantly more costly to upgrade, and are to be seen like a "city level" upgrade like in Medieval : Total War.

    - Improved historical accuracy of names : Especially of Ottoman troops.

    - JAM's Cohesion system : The most interesting and challenging fatigue-replacing system in Empire : Total War, thanks to the awesome work of JaM and DaVinci (full credits to them).

    Description by JaM :
    Former Fatigue was renamed to Cohesion (while fatigue descriptions were also kept) and now represents the state of units, how well they can respond to commands of their officers. Cohesion impacts the unit accuracy,movement speed, melee combat and morale, so its very important to keep Cohesion high so unit fight effectively. There are several ways how you can lose cohesion in ER.

    Movement automatically reduce unit cohesion, as moving longer distances in line formation was very problematic and usually ended up with disorder if unit was forced to march too far in such formation. Musket fire is another way how to lose cohesion. Each volley reduces cohesion significantly, so normal trained men are usually only able to fire about 3 salvos until they get disordered by its effect. This is the main reason why no unit was able to keep using its fire drill for long time, as usually after first initial shots in combat, soldiers tended to fire their weapons out of order. Officers were unable to control it, because of all the noise and smoke produced by musket fire.Continuous musket fire also reduces accuracy, due to smoke which obscures the view, and overall disorder, where soldiers fired shots without aiming into the smoke. Therefore, its beneficial to check the unit status during firefight, and stop units from depleting their ammo without any significant effect.

    Melee. Close combat was always bloody thing, as infantry didn't had any armor or any means to effectively protect themselves against thrusting bayonets. Any melee combat caused complete disorder of the unit almost instantly, which most of the time resulted in unit with weaker morale to withdraw before enemy reached them. Anyway if two units met in close combat, you can count on both being immediately disordered, which makes them vulnerable to counter-charges done by fresh units in reserve. Melee combat is always vicious, with huge casualties, but usually its very short and decisive. This was the main reason why bayonet charge become praised by all generals as the most effective tactics, even though musketry was responsible for much more dead than close combat,anyway that was more result of a fear being caught in close combat and killed which caused men to rout and run instead of facing enemy with bayonets.

    Cohesion system applies also to cavalry practically the same way as it applies to infantry, but it has much more importance. Cohesion is the most important thing for cavalry. Their charge depends on it. Cavalry charging in close ranks with good cohesion is unstoppable, while disordered cavalry would get always repelled. Movement speed greatly affect cavalry cohesion, faster it moves, faster it lose the cohesion. if you order your cavalry to gallop across the battlefield to engage the enemy at the other side of the battlefield, your unit will get there faster,but completely disordered, which will make their charge ineffective (disordered units get 100% charge penalty), and their melee weak (disordered units have 50% melee penalty). Therefore, you need to plan the approach of your cavalry carefully, to avoid the ground that can be covered by enemy artillery while your cavalry is moving forward into position. Only when you are at distance slightly greater than musket range you should order them to do a charge, so they will do it with best results. Once you see your cavalry is getting disorganized, its better to withdraw them and charge with another squadron instead of keeping them in contact.

    Last edited by Goutlard; April 30, 2017 at 09:41 AM.
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    Default Re: Changelog and future updates

    CANCELLED - Files lost :

    Spoiler Alert, click show to read: 
    -Tweaked cohesion (details below) and improved the names of the cohesion levels :

    Cohesion should now be lost faster when firing, and in a slower way when under fire. Running has a higher effect.
    Therefore, the firing unit looses cohesion faster than that under fire, making charges and closing up before opening fire more viable tactics.

    Fatigue resistant skill decreases less cohesion loss less than before, whilst experience has a major effect and very experienced units will be able to keep excellent cohesion throughout the battle.

    - Reduced firing ranges, as well as movement speed :

    The Napoleon Total War based 90 meters seems too high, since most projectiles would be too innacurate at that distance, therefore firing ranges are back to that of vanilla Empire : Total War.

    However, short ranged weapon have a slight range increase in the meantime, as to less defavorize them.
    Tried to implement a misfire rate on cannons (which doesn't seem to work ? Maybe it does something hidden ?). Reduced the speed of cannon fire to slower levels so that cannons do not fire as straight as before.

    - Naval cannons are less accurate :


    As to make ships take less damage, and naval battles more realistic ; especially chain shot is now much less accurate as it was historically.

    - Pikemen animation fix and Agents :

    I will include the Pikeman animations mod if I am allowed by it's creator Primergy.
    I'll also strenghten the pikemen as an early unit, as to make them much more viable until line infantry has ring bayonet and square formation.
    So that pike and shot strategies are more viable at the early era.

    Last edited by Goutlard; September 02, 2017 at 04:53 PM.
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    Default Re: Changelog and future updates

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    Default Re: Changelog and future updates

    2.6.1 RELEASED :

    Spoiler Alert, click show to read: 
    -Tweaked cohesion (details below) and improved the names of the cohesion levels :

    Cohesion should now be lost faster when firing, and in a slower way when under fire. Running has a higher effect.
    Therefore, the firing unit looses cohesion faster than that under fire, making charges and closing up before opening fire more viable tactics.

    Fatigue resistant skill decreases less cohesion loss less than before, whilst experience has a major effect and very experienced units will be able to keep excellent cohesion throughout the battle.

    - Naval cannons are less accurate :


    As to make ships take less damage, and naval battles more realistic ; especially chain shot is now much less accurate as it was historically.


    - Attempting to fix the cannon autoresolve bug :

    The problem with this bug is that if I fully fix it, then I have to lower cannon damage. Then, cannons won't be able to damage buildings. Then, I can bring down building health, but in that case musketeers will be able to damage buildings ! Still, I tried to lower building damage to the point it is minor and dealt over a long period of time.

    - Lower upkeep, higher recruitment cost :

    As requested, I have lowered the upkeep cost to the default value. However, the recruitment cost of units has been increased by 20%. Units should be expensive to recruit, but cheap to maintain. Loosing an unit, or disbanding one means wasted money. Recruiting extremelly fast isn't an option anymore.

    - Slower recruitment times :

    Two turns are added to ships, making the base recruitment time for the fastest ship 3 turns. One turn is added to land units, making the minimal time two turns, as to prevent last second recruitment in case a settlement is under imminent attack.

    - Tax effects were adjusted to provide less growth at low taxation levels :

    It is very easy to abuse the economical system, to lower taxes as much as possible and get a very fast growth. This is no longer possible, as the growth advantage provided by lower taxes isn't as major as it used to, making low, and medium taxes more viable, and minimum less interesting. Still, minimum is still advantaging growth wise, just don't expect to become an economical powerhouse in 10 years.

    - Language adjustements :

    I consider making Greece speak Russian, or English as a placeholder language because there is no Greek language in the game. At the same time, the Safavid Dynasty speaks arabic which is historically innacurate. Either Turkish (ruling class) or Persian (majority of the population) should be their language. The ideal would be for them to speak Azeri but there's no such option.

    - Cavalry should be less tanky:

    Decreased the base cavalry armor bonus to make it less tanky in close quarters.

    - Slower unit movement and lower firearm range :

    Unit movement will be slowed down. There was an issue with the movement speed being too fast, making it so that units could charge 100 meters faster than they could shoot sometimes, which shouldn't be the case if unit cohesion is maintained.

    The same way, firearm ranges and accuracy will be tweaked for accuracy. Especially the accuracy of skirmisher weapons has be brought up, and light infantry will still move quite fast to be able to effectively skirmish against heavier units.

    - Janissary unit upkeep has been increased :

    Janissaries should be more expensive to maintain, even lower quality Yerliye Janissaries. That would be representative of the titular janissaries in the Ottoman Empire, corrupt janissaries that received pay but didn't present themselves when they were mobilized, the fact that Janissaries were very well paid, and give more incentive to use the more cost-effective Nizam-I-Cedit units.

    - Grenadier unit size has been increased, and grenades have been tweaked :

    Grenadiers are now in groups of 100 men. They act more like a small elite regiment, cheaper and able to be recruited earlier, and boosting the allied units. They are still very good in close quarters and have good morale making them great at attack - but remain vulnerable due to their smaller unit size.

    They are still able to throw grenades. I considered removing them - historically accurate for most European factions, but not for the eastern ones that kept using grenades. But decided not to, because it adds some much needed variety to gameplay. But, grenades have received a well deserved nerf.

    - Elite Units may be strengthened, yet made more expensive :

    Depending on the results of the ongoing poll, Elite units will be tweaked. If the poll succeeds, morale will be increased as well as the amount of ammunition elite units have to be able to run out of ammo later than line infantry. Melee capability will be slightly improved, not in any major way.

    POLL RESULT : Elite units have been strenghtened and made more costly.

    - Removed night battles :

    Due to negative community feedback, and since they occured much more frequently than expected.
    Last edited by Goutlard; April 04, 2018 at 07:07 AM.
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    Default Re: Changelog and future updates

    2.6.2 EXPERIMENTAL - Released :

    Spoiler Alert, click show to read: 
    -Doubled unit sizes :

    Both in the campaign and custom battles, unit sizes are doubled. At the same time, unit costs and upkeep are doubled. This is to make large battles feel larger, as basically now one unit acts as two did before.

    - Greek language has been set to English :


    A better placeholder than Russian.

    - Greek Startpos has been edited :

    You now have the choice between starting with only Morea, or with Morea and Greece.

    - Fixed a bug making greek units recruitable outside of Greece :

    For some reason Greek units were recruitable outside of Greece, but not in Greece. That bug has been resolved.


    This is an experimental version. It will be released to see how the community reacts to it.
    Last edited by Goutlard; May 05, 2018 at 06:46 AM.
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    Default Re: Changelog and future updates

    2.6.3 EXPERIMENTAL - Released :

    Spoiler Alert, click show to read: 
    -Re-adjusted unit sizes and rebalanced cavalry:

    Cavalrymen have slightly smaller units, to balance their high stats. They also earn less bonus damage against foot soldiers, and square formation is strenghtened since it was not an effective enough counter.

    -Expensive Armored Cavalry and Cuirassiers:

    Armored Cavalry fell more and more out of favor in the 18th Century, not necessarily because it was not effective, it always kept a good shock effect. However, it was no more "cost-effective". This should be represented. Armored Cavalry units are more expensive to recruit, and maintain, to represent the cost of their armor, and not make them the "best choice" especially when it comes to cost-effectiveness.


    -Ottoman Cavalry Reworked :

    While Ottoman Infantry have been rebalanced, Ottoman Cavalry hadn't been yet. This will be the first update to rebalance Ottoman Cavalry. Ottomans should have a decent cavalry overall, with old-fashioned armored units that are excellent in melee. Lower tier cavalry should be easier to rout. Higher tier cavalry shouldn't be better than Polish Hussars.

    - Safavid Units Reworked:


    Safavid units are rebalanced to be viable. The Safavids also have much more units recruitable during the campaign, as intended. Ethnic units (Avshar, Kizilbash) are region-limited as they should be.
    Similarly, cannons are now eastern style, rather than indian style.

    - Less recruitment points :

    Fixed a bug, since if you have more than 9 recruitment points, you cannot recruit any unit. Recruitment points have been decreased to avoid running into that issue.

    - Increased warship costs in campaign:

    Battleships should be, and now are once again more expensive than regiments. 1st and 2nd rate ships of the line should be rare - and very expensive to maintain. Fleets of 1st rates should be impossible to recruit.

    - Reduced "Other Goods" in trade :

    Trade is no longer as powerful as it was before. It meant free money whether you control trade nodes or not - not anymore. Now you need to control places that produce commodities, or trade nodes to earn from trade. Ottomans, and factions with a lot of trade ports could trade with the whole world and earn unreal amounts of money, that is no longer possible.


    - Janissary Cost in Campaign (not custom battles) increased :

    Janissaries should cost-inneffective in campaign. While Kapikulu janissaries were still elite soldiers, there was a large issue with the Janissary order, especially the Yerliye Janissaries. The Kapikulu Janissaries stayed as elite units, but the Yerliye, local Janissaries were highly corrupt, many of them being paid as well as any janissary, but having merely Tüfekçi (musketeer) training, and even not showing up during the levies.

    Thus, Janissaries should be expensive to recruit and maintain to represent the corruption of the order.

    - Ottoman Units rebalanced and renamed :

    Units were renamed as to have more historically accurate names. Anachronistic units have been removed, and less units are recruitable in custom battles to avoid having too many almost identical units and decrease the clutter in the custom battle setting.

    Generally, standard units have been slightly weakened for balancing purposes.

    Last edited by Goutlard; May 05, 2018 at 09:14 AM.
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    Default Re: Changelog and future updates

    2.6.4 - RELEASED :

    Spoiler Alert, click show to read: 


    - Ottoman Units rebalanced and renamed :

    Now the names should be as historically accurate as possible, while avoiding overly long names.

    Karakullukçu Janissaries are Janissary soldiers and prison guards.
    Kapikulu Janissaries are the Janissaries of the Ordu-u Humayun, the imperial army and are truly an elite.
    Cemât Janissaries are a subclass of the Kapikulu Janissaries, more affordable.

    There were some nerfs on the Ottoman Units, to make them as balanced as possible with other factions. The balancing is closer than ever to be perfected . Indeed, elite, professionnal Ottoman units, trained in Istanbul should be strong.
    However, the regional units, those trained in the faraway cities and the more affordable type should be a bit outdated technologically. This is more present than ever.7

    - Taxation system adjusted :

    It was very easy to abuse the taxation system, and lower the taxes to cause massive growth.
    Now, normal taxes are considered to be the tax rate at which the growth won't be harmed.

    The only advantage of lower taxes is to keep social order and avoid revolts.

    Higher taxes provide short term money, but are harmful in the long term, so they may only proove useful in periods of crisis, if your trade routes are blockaded.
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    Default Re: Changelog and future updates

    2.6.5 - Released:

    Spoiler Alert, click show to read: 


    - Unfortunately without music :

    After looking into the music compiled by the team, I found out that there might be some copyright issues. As such, to avoid any potential issues I had to remove the music .

    - Charge Bonus :

    The charge value for infantry units appears to be bugged and have little effect. Therefore the charge value for infantry will be set to default values, and a part of the charge bonus ported into melee attack to make units fight as intended and compensate the bug.

    - Grenadiers :

    Western (European) grenadiers do not get grenades anymore but get access to fire-by-rank making them effectively cheap, smaller elite units that are excellent on the offense or at motivating troops.
    Eastern grenadiers (Ottoman-model) keep grenades, as they are still quite old-fashioned but do not get fire by rank.

    Unit Changes :

    Azap Archers (Okchu) have been modified to be more in line with other archer units, increasing their cost and modifying their stats as to avoid having them be overly cost-effective, especially in custom battles.
    Azap Musketeers have seen similar modifications.
    Sipahi Horse Archers have lower melee stats.
    Kapikulu Sipahi, Bashkort Nobles and Heavy Mamelukes as well as Timarli Sipahi have seen a nerf to avoid have them be too powerful.

    Karakullukçu Janissaries (Melee Janissaries) now use firearms. I consider giving them either muskets with only 2 shots, or blunderbusses and lower numbers as to give them a "shoot and then charge" use. Historically, no Janissary would go to warfare in the 18th Century armed only with a sword.

    Garrisons were slightly nerfed in what comes to accuracy and reload rates. On the other hand, they come with quite a strong morale due to defending their homes and having nowhere to retreat.

    Upkeep costs were decreased ; units should be very expensive to recruit, and replenish. This is to allow players to keep standing armies, built up over time.

    The accuracy stat was changed to be in percentage. If an unit has 5 accuracy, it means every individual soldier has a 5% chance of hitting a target 70 meters away.

    - Campaign Changes :

    Some technologies were re-balanced, most notably the Ottoman modernization and Safavid technologies as to give the AI a better change to manage them without loosing all their regions.

    Thanks to Bran Mac Born, a whole new AI system is added that makes the AI act much more like an human player ; with more effective tactics and a more cunning campaign diplomacy, and even naval invasions !

    Level 0 of buildings (initial buildings) have been made more expensive and longer to construct as to represent the cost of building something out of nothing. Economics buildings are also more expensive but also more potent. This is to encourage conquest and make development of regions slow and more realistic. Sometimes, as a poor country expansion is more viable than immediate development.


    Last edited by Goutlard; February 16, 2021 at 07:27 AM.
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    Default Re: Changelog and future updates

    2.6.6 - Released:

    Spoiler Alert, click show to read: 


    - Partial Turkish Translation released

    Thanks to Yagu93 I have acquired a partial Turkish translation that has been released.

    - Campaign Changes :

    Some technologies were re-balanced, most notably the Ottoman modernization and Safavid technologies had been weakened too much, making the Ottomans potentially too powerful, and the Safavids too stable. As such, the maluses have been reinforced.

    Ottomans and Safavids should now be more challenging to play within the campaign !


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    Default Re: Changelog and future updates

    2.6.7 - Released :

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    - Naval Battles Morale System Improved

    Now warships have a moral depending on their speed, number of cannons, and status.
    Admiral's ships and very heavy (2nd, 1st rates) have an extremely high morale as they are slow and have little to no chance to flee. Whereas smaller ships are more likely to consider fleeing as they actually have a chance to successfully escape.

    - Turkish Translation significantly improved

    The Turkish translation has received a significant amount of work.

    - Polishing:

    Some units of the Ottomans had graphical issues with lighting (Kapikulu, Usta, Elite Nizam I Cedid) and have therefore been disabled for the time being.
    Similarly, other units that were highly redundant were replaced. Musellem Horsemen's texture was replaced.

    - Janissary rebalance :

    Janissaries were slightly nerfed to make the Nizam-I Cedid more competitive in Custom Battles. Kapikulu Janissaries do remain as an elite corps even by European standards (as they did historically) but they are by all means less cost-effective and much less available than the modern Nizam-I Cedid Army.

    - Crimean & Safavid Changes:

    The elite units of the Safavids and Crimeans were tweaked to be more balanced.

    - Armored Cavalry:

    Armored cavalry (cavalry with decent resilience to bullets) has been slowed down and its price as well as upkeep increased in an effort to balance it further.

    - Technology system improved :

    As the Fire by Rank, Fire and Advance and Platoon Fire technologies were useless because of the all-ranks-fire system ; those technologies were renamed and given strong effects corresponding with their new names. They will still be rather decisive technologies, though Fire by Rank won't be nearly as OP as before.

    Ottoman unique technologies now have unique models.

    - Bostanci Janissaries

    Fixed a bug with their model and color. They should be appropriately red from now on.

    - Archers and bow projectile

    Signficantly decreased the damage of arrows to be clearly inferior to muskets. Archers do still hold their own however thanks to a signficiantly superior rate of fire.

    - Turkish Translation

    Fixed the name of the Over 1st Rate Mahmudiye.

    - Graphics Enhancements

    Beautiful graphical enhancements as made by -Durango- and OreoMan32 have been included.
    Last edited by Goutlard; February 23, 2021 at 05:53 PM.
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    Default Re: Changelog and future updates

    2.6.8 - Released:

    Spoiler Alert, click show to read: 

    - A Manual has been integrated

    You can now read the manual if you want to learn about how the mod functions more in detail, or about the historical background of the Ottoman Empire and what kind of strategy you should adopt if you play as it.

    - Balance has been improved

    The cost of units has been tweaked to make it more logical across the board.

    - Square formation removed from Sekban Musketeers

    Only disciplined Ottoman Units (Bostanci Guards and Nizam I cedid) should be able to use square formation now.
    Last edited by Goutlard; February 24, 2021 at 08:05 AM.
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    Default Re: Changelog and future updates

    2.6.9 - Released :

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    - New beautiful historical portraits included

    Courtesy of Durango and his historical portraits mod.

    - Removed region trade from diplomacy

    Even the best AI is clueless in what comes to region trading, native americans would buy regions in Europe. To prevent such nonesensical issues, region trading has been disabled.
    Last edited by Goutlard; February 27, 2021 at 02:06 AM.
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    Default Re: Changelog and future updates

    2.7.0 - Released :

    Spoiler Alert, click show to read: 

    Thanks to pxfofo for his feedback!


    - Fixed the portrait of the Crimean Khanate

    Courtesy of Durango and his historical portraits mod.

    - Rebalanced based of pxfofo's feedback
    - Decreased the value of commodities (to make trade ships less OP).
    - Increased the costs of grenadiers as well as their upkeep so that they're more in between elite and line infantry.
    - Added stricter build limits on elite units, heavy cavalry and grenadiers.
    - Increased building prices slightly.
    Last edited by Goutlard; April 05, 2021 at 05:15 AM.
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    Default Re: Wind from the East - Changelog and future updates

    2.7.1 Wind from the East - MAJOR UPDATE - Released:

    Spoiler Alert, click show to read: 


    Thanks to MordorluSiar for his feedback!
    Thanks to Hamza26 for finding a bug!

    - Renamed to "Wind from the East"
    As the mod has no longer been focused on the Ottomans for a while, we have decided to rename it to "Wind from the East".
    That name would better reflect the nature and scope of this mod.

    - Added firearms to Cavalry Streltsy units
    Streltsy means "shooters" so it made no sense that they had no firearms.

    - Rebalanced the IA bonuses
    The AI had way too signficiant bonuses in what comes to unit upkeep, making it able to field way bigger armies than the player. Those bonuses have been nerfed.
    Please note that on Hard and Very Hard, the AI will have bonuses to make the game challenging. However, I have only kept the more "hidden" bonuses, ones that are more difficult to see.

    - Rebalanced the Trade system :
    Now the background commodity supply is higher, meaning that the prices of commodities should be a bit lower, and less variable. Especially, it is harder for a player to have a monopoly on all the commodity supply. Previously the background commodity supply was too low, allowing the player to control over 50% of the supply of a commodity with just a few trade ships.

    - Rebalanced the Technology system :
    Now upkeep should increase more with technology. As your country should get richer, this will help with the snowballing issue.
    That will be especially true for technologies that grant a major power advantage (Accuracy, Melee Attack, Morale bonus).

    As the upkeep of most units is already rather low, a percentage increase is not as powerful as one might first think though!

    - 4 Turns per Year Campaign :
    As the ongoing poll seems overwhelmingly in favor of a 4 turns per year campaign, we will experiment with that for now.
    We might return to 2 turns per year if there are any issues or if the poll prefers 2 !

    - Increased the morale loss from casualties :
    Now units with lower morale should be more likely to rout.

    - Rebalanced the sword vs bayonet balance :
    Sword-wielding units' defense has been slightly increased. On the other hand, bayonnet wieilding units have a devastating charge.

    - Increased the upkeep of low-upkeep units :
    Low upkeep units should now never have an upkeep lower than 125. This will incentivise the player as well as the AI to build better quality armies.

    - Slightly increased the upkeep of all units :
    All units have gained 25 upkeep.

    - Upkeep increases with technology :
    As the game advances and your technology level improves, inflation makes you have to pay your soldiers higher wages!

    - Removed the AI's upkeep cheat :
    Small nations should not be able to field huge armies.

    - Improved the mod's manual :
    Installing the mod should now be easier.

    - Re-enabled grappling hooks on infantry units :
    Otherwise the AI would just camp outside until it lost the siege because time ran out. It's a shame the AI wasn't programmed to effectively use already placed grappling hooks !

    - Fixed a bug related to garrisons that could rarely crash the campaign.



    NB : Releases are not full updates, but rather minor updates for polishing and bug-fixing.
    Last edited by Goutlard; April 05, 2021 at 05:14 AM.
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    Default Re: Wind from the East - Changelog and future updates

    2.7.2 - Released :

    Spoiler Alert, click show to read: 

    - Fixed Ottoman and Safavid portrait issues in case the Sultan died.
    Unfortunately Empire : Total War shares the same models for Mughal, Safavid and Persians Kings and Sultans.

    - Made fortifications more difficult to build
    Advanced fortifications can only be built in your capital and are very costly/slow to build.
    Fortifications now also provide commanding bonuses.

    - Overhauled the less useful technologies
    Now the advanced military technologies that previously seemed useless have a much more significant purpose.
    Providing accuracy, morale, or commanding skills bonuses.

    - Further rebalanced the AI bonuses
    Now the AI even in higher difficulties should cheat less. That is especially true for upkeep ; the AI should be able to field the correct size army for its economy.

    - Fixed mistakes with the Naval Upkeep costs
    Now all ships from the same class should have the same upkeep.

    Release 4 :
    - Disabled forts for the player and the AI (Except already built forts)
    Because fort battles turned out to be a laggy mess and killed the AI and pathfinding.

    Last edited by Goutlard; March 06, 2021 at 04:08 PM.
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    Default Re: Wind from the East - Changelog and future updates

    2.7.3 - Released :

    Spoiler Alert, click show to read: 

    - Improved Ottoman, Barbary and Crimean Models very signficiantly
    Courtesy of the Ottoman Realism Team, in particular Amir Timur for his beautiful job!

    Thanks to Osman Nuri Pasha fixed a mistake with the translation.
    Thanks to Atsizbey07's feedback, rebalanced the research times the research times.

    - Re-enabled previously disabled units in higher quality than ever!

    - Improved the BattleAI even further.

    - Iron Mines now make recruiting military units cheaper in their own province.

    - Woodcutting buildings make recruiting naval units cheaper in their province.

    - Religious buildings give a small bonus to research.

    - Theatre-Bawdy House (Assassin/Rake) buildings now give a small bonus to recruitment cost of units.

    With all of those changes, you will have more incentive to build things other than purely industry. For example by making military-recruitment or naval-recruitment oriented provinces!
    - Strenghtened cavalry slightly. Cavalry was a bit too weak in melee. It is now rather strong in melee, but still very vulnerable to gunfire.

    - Fixed two bugs with the Barbary States. They should now begin with the correct "Barbaresques" technology and have victory conditions.
    - Fixed the invisible roads bug.
    Last edited by Goutlard; April 05, 2021 at 05:12 AM.
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    Default Re: Wind from the East - Changelog and future updates

    2.7.4 - Released :

    Spoiler Alert, click show to read: 

    - Fixed graphical bugs with European units
    In particular Austrian Line Infantry.

    - Increased naval damage
    Due to a typing, Naval battles were not working as intended. That is now fixed and as such cannons do significantly more damage.
    A single broadside of a Heavy First Rate, if accurate enough, is now sufficient to sink small vessels.

    - Fixed the Generals Exploit
    Generals are now costly to recruit and slightly costlier to maitain. That is inteded to represent the cost of their academic training in the military arts.
    As such, summoning armies of generals out of thin air is not possible anymore unless your Empire is very rich.

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