V5:
13th April
- (A) Updated the fire effects in Carn Dum
- (A) Edited the terrain in Dol Guldur, units can now flee or enter the battlefield
15th April
- (A) Added Naras' new AA portraits
21st April
- Added the 4.5 hotfix to the DB build
25th April
- Updated the Aragorn RPG to have the correct region name.
27th April
- (TED) Updated the Undertowers battlemap with new towers
1st May
- Some initial groundwork for the Barracks Event removal completed
-- The Barracks Event requirement has been removed from all units and buildings
-- Level 1 Barracks, Stables and Practice Range now require the Level 1 Town Hall or Castle Hall
-- Level 2 Barracks, Stables and Practice Range now require the Level 3 Town Hall or Castle Hall
-- Level 3 Barracks, Stables and Practice Range now require the Level 4 Town Hall or Castle Hall
-- Anduin, Dunland and Enedwaith can now build the Level 3 Town Hall and Castle Hall (note that currently this is called the Arnorian Hall so will need changing)
-- Level 1 and 2 Wildmen Barracks now require the Level 1 Town Hall or Castle Hall
-- Level 3 Wildmen Barracks Barracks now require the Level 3 Town or Castle Hall
-- Level 1 Dunedain Barracks now require the Level 1 Town Hall or Castle Hall
-- Level 2 Dunedain Barracks now require the Level 3 Town Hall or Castle Hall
-- Level 3 Dunedain Barracks now require the Level 4 Town Hall or Castle Hall
-- Level 1 Hillmen Barracks and Angmar Warg Stables now require the Level 1 Town Hall or Castle Hall
-- Level 2 Hillmen Barracks and Angmar Warg Stables now require the Level 3 Town Hall or Castle Hall
-- Khand's unique Orocarni Warriors are now available from the Level 1 Orocarni Clan Hall
-- Level 1 Orocarni Clan Hall now requires the Level 1 Town Hall or Castle Hall
-- Level 2 Orocarni Clan Hall now requires the Level 4 Town Hall or Castle Hall
-- Level 1 Siege Workshop now requires the Level 2 Town Hall or Castle Hall
-- Level 2 Siege Workshop now requires the Level 3 Town Hall or Castle Hall
-- Level 3 Siege Workshop now requires the Level 4 Town Hall or Castle Hall
-- Troll Cages now only have two Levels instead of three
-- Level 1 Troll Cages allow recruitment of Half-Trolls for Gundabad and Trolls for other Orc factions
-- Level 1 Troll Cages now require the Level 3 Town Hall or Castle Hall
-- Level 2 Troll Cages allows recruitment of Snow Trolls, Olog Hai and Great Beasts
-- Level 2 Troll Cages now require the Level 4 Town Hall or Castle Hall
-- Mordor's Dark Temple (Temple unit recruitment building) in Durthang now only has one level
-- Mordor's Dark Temple in Durthang now requires the Level 4 Castle Hall plus the Level 3 Culture building
-- High Elves' Level 1 Teleri Barracks now requires the Level 1 Town Hall or Castle Hall
-- High Elves' Level 2 Teleri Barracks now requires the Level 3 Town Hall or Castle Hall
-- High Elves Level 1 Noldor Barracks now requires the Level 2 Town Hall or Castle Hall
-- High Elves Level 2 Noldor Barracks now requires the Level 4 Town Hall or Castle Hall
-- Ar-Adunaim's Level 1 Conscription Camp now requires the Level 1 Town Hall or Castle Hall
-- Ar-Adunaim's Level 2 Conscription Camp now requires the Level 3 Town Hall or Castle Hall
2nd May
- Fountain Guard are now recruited from the Level 3 Barracks instead of Minas Tirith's unique building. Still only available in Minas Tirith, though.
- Blackshield Archers now require the Level 2 Archery Range
- Bolg's Champions are now recruited from the Level 3 Barracks instead of Mount Gundabad's unique building. Still only available in Gundabad, though.
- Added Germanicus' Battle AI back into the game.
- Barrow-wights now have 0 upkeep because they would
- ND must now be allied to Rohan, Anduin, Bree, Dale and Dorwinon to get their mercenary units
- ND must be at peace or allied with Da and Gondor to train their units from the barracks
- Angmar must be defeated for ND to train Rhudaur units from the barracks
- ND Must capture the heartland regions of the AA, Khand, Harad and Rhun to train their units from the barracks
- Royal Guard and Meduseld Doorwards move to the merc system and Edoras has been given its own pool so they are only available in Edoras
- All ND merc units replenish quicker have higher max pools and, often, higher initial pools.
- Bree ND merc pool expanded by two regions
- Dunland ND merc pool expanded by one region
- Enedwaith ND merc pool split into north south and expanded by 3 regions
- Rohan ND Merc pool split into east/west/edoras and expanded by 2 regions
- Isengard's Orthanc Guard are now recrited from the Level 3 Barracks instead of Isengard's unique building. Still only available in Isengard, though.
- Angmar's Guardians of Carn Dum are now recruited from the Level 3 Barracks instead of Carn Dum's unique building. Still only available in Carn Dum though.
- Mordor can no longer build the Level 3 Barracks
- Sauron's Will and Morgul Chosen have been moved into the Level 2 Barracks, original AoR restrictions still apply
- Rohan can no longer build the Level 3 Barracks or Level 2 Archery Range (they would do nothing for Rohan with recruitment changes)
- Missile units now have the same recruitment time as other foot units of their tier (e.g. Dalian Longbowmen and Dalian Swordsmen both now take only 1 turn to recruit)
- Level 3 and 4 Farms no longer provide an additional population growth bonus on top of that of their improved food production
3rd May
- Begun re-doing unit pools and replenishment rates across the game. Levels 1, 2 and 3 Barracks nearly complete.
- Levels 1, 2, and 3 Practice Range recruitment set up
- Erebor now requires the Level 3 Barracks to recruit the Axeguard of Erebor out of Erebor.
- (TED) Updated the Undertowers settlement (Hobbit village) so that it uses the new Undertowers Elf towers model in the distance.
- Levels 1, 2 and 3 Stables recruitment set up
- Rohan Royal Guard now requires the Level 3 Stables to recruit, still only available in Edoras
- Rohan Meduseld Doorwards now requires the Level 2 Barracks to recruit, still only availsble in Edoras
- Dale's Aiwothiuda Horseguards are now available everywhere from the Level 2 Stables
- Levels 1, 2 and 3 Wildmen Barracks set up
- Bree now recruits the Watchmen Swordguard, Axeguard and Bowguard from the Level 2 Militia Armoury (T2 garrison building)
- Bandobras Archers now Inspire nearby allies. Brave little Hobbitses.
- Made Royal Guard and Mesueld Doorward BoH mercs more expensive to hire and not available initially
4th May
- Lowered replenish rate and max unit pools (now just 1) of Militia units accross the board. Experimental; want to see how this effects things.
- Adjust unit pools and replenishment rates on Angmar's Warg and Hillmen Camps
- All pre-built Level 2 or higher Town/Castle Halls and unit recruitment buildings have been down-graded to Level 1 (I think... keep an eye out for any in both standard and SA campaigns that I may have missed)
5th May
- Swapped the C_stables and stables so that the 'C_' version is now the castle version (always annoyed me. :P )
- Did the same as above for the practice ranges
- Dol Amroth can no longer build the T3 barracks or stables.
- Added the Knight's Lodgings building to Dol Amroth that now allows Talons and Silvers to train anywhere but the building requires a level 2 barracks and level 2 stables.
- TA Knights, TA Wardens, White Knights, Talons, Silvers, Wardens of the White Tower (DA only) and Osgiliath Guard (Dol Amroth only) now all come from the Knight's Lodgings.
- Renamed T2 stables for Gondor (Steward's Stable) for DA (Prince's Stables) for evil men (Grand Stables).
- Renamed T3 stables for Rohan (Mearas Stables) for Harad (Serpent's Stables)
- The Fiefdom Waystation is no longer available in Minas Tirith or Dol Amroth
- Three tiers of Barracks renamed for uniformity and progression - Barracks, Guard Barracks, Army Barracks (and to avoid confusion with the in-game building known as "Garrison Quarters")
- Moria can no longer build the T3 barracks
- Moria's Mountain Uruk's and Azog's Defilers now train from their own Uruk Barracks requiring: Mountainous region, T1 Stables and T3 Blacksmith.
- Mountain Uruks and Azog's Defilers now available in all mountain regions instead of just the Misty Mountains.
- Dol Guldur no longer have access to the T3 barracks
- Dol Guldur now has a unique T3 barracks called "Shadow's Calling" that allows the training of: Shadow Rangers (Mirkwood only) Shadowguard, Shadowknights (Dol Guldur only) and Castellans (Dol Guldur only)
- Shadow's Calling requires a T2 archery range to be built.
- Reworded an event message in the Luin ring script.
- Mordor's units from Khand, Harad and Rhun now come from a Tribute Camp. The first tier requires nothing the 2nd tier requires a large_town and a T3 blacksmith. 3 units come from T1 and 3 more from T2.
- Gondor's Amrothian Barracks has been removed and the troops are now just available form the standard fiefdom barracks (in practice all this does is more recrutiment of Amrothian units for Gondor from Tarnost to Minas Tirith)
- Second tier of Fiefdom Barracks added: the Fiefdom Headquarters. Requires a T4 blacksmith.
- Fiefdom Barracks can now also be built in Umbar and Lond Daer.
- Lorien and Woodland now get their own T2 stables that can only be built in Caras Galadhon, Dol Guldur & Thranduil's Halls.
- Dale's elven and dwarven units from the alliance now come form the town hall (starting at T2) with two elites coming at T4.
- Dale's dwarven units from the alliance are now available in the northeast
- Dale's elven units are now available throughout all of Mirkwood inc. Dale & Esgaroth.
- Baragund has moved back to being the archer general and Mistven is now the Seaward Spearmen guy on Tolfalas.
- Dorwinion no longer has acces to the traditional stables, archery range and barrack
- Dorwinion now has its own barracks. At T1 & T2 you get normal Dorwin units. Once you make your choice, you then get T3 & T4 containing the two tiers of the choice units.
- Dorwinion Armsmen are now available for both sides
- Sant Annui starts with a Thorn Armoury, Strondost starts with a Thorn Barracks. Caras Sant has no barracks at game start.
- Bree, Dale and Dorwinion now get their triple boost bonus in a new tier of blacksmith for them. You must have chosen the Dúnedain, allied with the Dwarves or chosen the Avari respectively to obtain these buildings.
- Perfect Spy is now enabled for testing purposes - when you click on your faction leader, you will then be able to see inside every town on the map - use this to chewck what they are building as the campaign progresses.
- Adjusted Isengard replenishment rates and unit pools
- Fixed a minor error in the Dorwinion Barracks (the castle version required the City version of the Castle Halls and gave Strondost the Castle version of the Barracks)
- Gondor now starts with one unit of Fountain Guard in Minas Tirith (compensation for them not being available right from the start anymore)
- Dale's Level 2 Stables are now named "Earl's Stables" and Rohan's Level 2 Stables are now named "Marshal's Stables"
- (TED) Added 4x new Lorien battlemap trees - freatures improved textures, better alignment with sloped ground, and the main tree is designed after a Mallorn
6th May
- Changed the AI's sally out preference. Previously they would sally out if they thought they were 3 times stronger than the attacker. Now they will sally out if they think they are 1:1 or better.
- Added the siege bug fix by Travus.
- Mordor tribute camp now restricted to Minas Morgul, Black Gate and Barad-dur
- All T1 recruitment buildings no longer require any other building to build
- Rejigged the building requirements and town level tiers for all recrutiment buildings.
- Editied the siege workshops so that each tier only gives new equipment not faster replenishment of old equipment.
- fixed starting AA diplomat Trait
- Wildmen civs now have proper UI and name for their T3 town hall. The T4 town hall is now Dunedain only.
- Removed the extra Blue Wizard message that tells you the Blue Wizards are coming AFTER they have already arrived and attacked.
- Suriut chariots now able to get free upkeep in towns
- War Wagons are now AP in melee
- Eldarinwe Tirno and Roquen are no longer available out of Imladris straight away. You now must rebuild the Gwaith-i-Mirdain to get them anywhere at all.
- Moria, Dol Guldur and Isengard can no longer build the Level 2 Troll Cages.
- Removed Arthedain Knights from Amon Sul
- Varfest (Rhun) now has a pre-built Level 1 Barracks
- Dol Guldur and Isengard's unique buildings now provide 4 Recruitment Slots (making up for losing their pre-built high level Castle Halls)
- (TED) Updated the battlemap Mallorn tree from my previous update - the new model has improved branches stemming out from the top of the tree
7th May
- Fixed Wildmen text bug for their castle city hall
- Our old campaign AI put back in (that was a mistake by me! - AG)
- Sally out chance reset back to 3 instead of 1 as it seems to be causing them to sally out on the battle map
- Fiefdom barracks and dominion camp no longer showing up in the building browser outside of the 4 locations it can be built
- Fiefdom waystation no longer available in Gondor and now a castle only building.
- Garrison trrops now despawn properly if you withdraw at the campaign map battle screen
- KD Unity Hall has its script requirements back (You have to spread the word in order to get the building and the troops within)
- Troll cages tier 1 now require the T2 barracks before they can be built.
- High Elves can now get a diplomat out of both Mithlond and Imladris
- Wildmen T3 mason's lodge now has proper UI
- Bree unit recruitment updated. Units from lower tier economy buildings now train just as quickly as those from higher tier economy buildings
- Tradng Posts now require Paved Roads to build (so Merchant Infantry isn't so quick to get to)
- Level 2 Noldor Barracks from castles now correctly requires the Level 4 Castle Hall
- Reworded the Dorwinion choice messages to reflect the fact the choice is now about how to use the returning Avari rather than between humans or elves.
- Reworked the Dorwinion choice script to now fire once the player captures the updated and edited region of "Windan Forest" and the city of Mornedhel.
- (TED) Changed the Eorlstone CSM to a Wildmen village
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8th May
- Avari Warriors now a sword and board unit
- Dorwinion Armsmen are now a T2 unit; stats and cost lowered, unit size increased and added to the Thorn Armoury (T2 barracks)
- Dorwinion Infantry and Dorwinion Armsmen are now only recruitable in Dorwinion Homelands (Caras Sant, Sant Annui, Strondost, Mornedhel and Neburkha)
- Slightly slowed down the replenishment rate of Angmar's Rhudaur units
- Fixed an error in Rozadan Halberdier and Footmen replenishment rate (I somehow entered 0.9 instead of 0.09...)
- Dorwinion reward buildings under the choice now have new names and text
- Dorwinion human choice now also gives privateer cavalry in Dorwinion and Woodland Hunters and Lumbermen from forest regions.
- Reworded some Avari traits and ancillaries to refernece the Remnant Council and the Triumvirate.
- Buffed Greyflood Horsemen slightly
- Dorwinion Armsmen now classified as "Medium Infantry" rather than Heavy
- Rhudaur Landsmenn can now get free upkeep
9th May
- Fixed some errors in various init replenishment rates
- Dunedain beacon units can now be trained if ND are allied or neutral with the good nations.
- Dunedain beacon units from Gondor and Dol Amroth no longer require they be allied.
- Dunedain T2 barracks now requires T2 town hall rather than T3
- Dunedain now get a prebuilt T1 barracks in Ost Sul
- Dunedain can once again train hobbit units from Smials
- Renamed all the "X Leader is Dead" messages so that they fit on the scroll and they now simjply say the faction name: "Moria's Leader is Dead"
- Removed the Barracks Event (actual script) from the files
- Removed reference to the BE in the starting FAQ scroll
- Added the Ent attack back on Isengard (It is 100% intended to succeed unless you really prep for it)
- The Ents will attack in the end turn after you build the T3 logging guild (I will rename and reword the text on the lumber camps to make them fit better)
- Added an Ent catapult (functionally identical to the Troll catapult except Ents operate it!)
- If the Ents are succesful ("if" - Ha!) Isengard renames to "Treegarth of Orthanc"
- Cut the script that dynamically moved the Ents in and out of Fangorn Forest and instead, simply cut those armies.
- There will not be an ent-wife script or feature.
- Pop faction turned back on for testing
- Ents now attack Isengard once you control 8 regions (or more). There are two warnings about this.
- (A) Fixed a deployment issue in Minas Morgul
- Wildmen Level 2 Barracks now only requires the Level 1 Town Hall (For Wildmen it doesn't actually unlock higher tier units, but just gives access to ranged and cav)
- (TED) Updated the CSM residences folder (and descr_cultures.txt) with a new naming convention for all CSM CAS files
- Fixed the missing Windan Palace UI
- Fixed the missing Windan Palace text in the building list
- Removed the "Dol Amroth claims Edhellond" message because it happens at turn 1 in every game so it is a pointless message
- Bree's three Watchmen units have been moved into the Level 3 Town Hall
- Bree now recruits Breeland Militia and Archer Militia from the Farm line
- Farms now give Bree one single recruitment slot
- Bree now gets Longbeard Phalanx instead of Longbeard Swordsmen from the merc route
- Rhovanion Riders and Rhovanion Hunters have been moved into the first available Mercenary Lodge building from the second
- Bree can now recruit Dorwinion's Regent Bowguard from the second available Mercenary Lodge building
- Removed the corsair invasion script for Gondor and Dol Amroth (A new age of DaC dawns!)
- Erebor's King's Halberds have been removed. There have been multiple problems with this unit due to the lack of a proper halberd animation, and it was superfluous with other anti-cav and armour units available to Erebor.
- Updated big unit UI for Avari Warriors (now that they use swords and shields)
- Dwarven Labourers no longer get any XP or replenishment rate boosts from high level smiths
10th May
- Bree now trains Dwarven Ballista and Dwarven Catapult instead from the Siege Workshop line if they pick the Mercantile route. These also replenish faster than their default artillery.
- All fixes from the dac_typo thread added.
- Elves now use the more detailed (quendi) models for their artillery crews
- Reworked the AA invasion on Mithlond
- Anduin now begins the game with a single Longboat next to Beorn's Halls (however they can't train any others). The Northern Anduin River is now their private highway!
- Added pre-built Level 1 Town Halls to Annuminas and Deadman's Dike. Removed Level 2 Barracks from Fennas Drunin.
- Fixed replenishment rates for Avari Spearmen and Blackroot Vale Archers
11th May
- Edwodyn, no longer silver surfer (if you choose elves)
- Hobbits units for ND now have UI
- Byrig (Dunland) is now a Keep instead of a Village.
- Added a pre-built Level 1 Town Hall and Level 1 Barracks to Isenrun (Isengard)
- Added a pre-built Level 1 Castle Hall to Derwath (Isengard)
13th May
- Buzra-dûm reclamation uploaded.
- Elessar's updated faction icons added.
- UI added for BD reclamation
- Increased the income of Dunland's Tannery line, Anduin's Apiary line and Enedwaith's Fishery line of buildings
- Added a fort to western Lothlorien
- Added two Iron nodes to Mount Gundabad and two Iron nodes to Carn Dum.
- Reduced Gundabad's starting Treasury
- Reduced AI Angmar's KP bonus
- Removed the pre-built Barracks from Litash
- Reduced the size of the Turn 1 and auto-expansion armies of AI High Elves when player is Angmar
- Reduced the size of the Turn 1 spawn army of AI Angmar when player is ND
- Removed the largest of the Bandit armies in Bree
14th May
- Fixed missing counter crash for Mordor
- The Adunaim raid script will now end if you succesfully defend Lond Daer.
- There is now an ending victory (or otherwise) message at the end of the Adunaim invasion
- The adunaim invasion on Lindon is now set up for the AI as well (they have the same dice roll giving 1 of 4 outcomes)
- The Tavern line of buildings now only has two levels. Level 1 now requires Towns and Level 2 Large Towns. Increased the income bonus for Level 2 and added a +5% Happiness bonus.
- Extra UI added to the mithlond invasions
- Reduced the rate at which AI Angmar recruits Snow Trolls and AI Isengard recruits Nazg-Hai (as previously they only got them after the BE, but now they're availabile right away)
- Added Elessar's icons for the campaign map army banners too!
- The Army composition of the MIthlond attacks are now set up - that script is now complete.
- Fixed the ent script message popping every turn
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---------- ^^ DD30
15th May
- Fixed as issue with the Dorwinion Military Academy and Windan Palace unit replenishment function
- Isengard's Orthanc Guard and Orthanc Sentries now have an Orthanc Guard-looking banner carrier instead of an Uruk
- Added an ND texture variant of the new Orthanc banner carrier's banner
- Anduin's Faction Leader is now titled "Lord" instead of Huntmaster (Beorn was referred to briefly as such in a line in the book)
- Increased the starting populations of Limhir and Byrig a little
- Level 1 Dunland Tanneries, Anduin Apiaries and Enedwaith Fisheries are now more expensive but also give +0.5% population growth
- Level 2 Dunland Tanneries, Anduin Apiaries and Enedwaith Fisheries now require the Town/Castle level
16th May
- Elegaer (Rhun) is now a Castle instead of a Town
- Boromir now has Osgiliath Veterans as his bodyguard unit
- Isengard Sawmill is now only available in Rochburg and is now a purely eco building.
- Tidied up a script monitor in the ent script.
- Slightly sped up the replenishment rate of units from the Wildmen Barracks line in castles
17th May
- Completed the Buzra-dum reclamation event text
- Added the Beleriand Honour Guard (Unit model courtesy of Isen from Heirs of Elendil)
- Fixed some replenishment rate errors for Anduin
- AI Dale now receives Burh Gram in the turn 1 expansion instead of Burh Mahlinge
- Slightly increased the starting population of Burh Gram
- Removed the "Moria Reclaimed" and "Fornost Reclaimed" messages at turn 1 as they pop every single game.
- Reduced Beleriand Honour Guard's unit size (same unit size as Eregion Smiths now)
- All units now replenish slightly faster from castles than towns. With the exception of Moria, Dol Guldur and Mordor as they already had a very fast replenishment rate.
18th May
- Various typo fixes from the thread
- Reworded Gan Altan's story so that it takes place after Sauron obtains the rings.
- Aragorn is now High-King Aragorn and Northern Dúnedain are now "Dúnedain of Arnor"
- Mordor now get Temple Wards out of the Tower of Ecthelion at a rate of 1/40.
- Garrison buildings now give 2 units at tier 1 and 3 units with 5XP, 1 armour and 1 melee at tier 2.
- Renamed Armoury to "Militia Garrison" and Milita Armoury to "Military Garrison". They now tell you how many garrison troops you will get.
- Perma-frost added to the ice bay of Forochel.
- Snow added to the top of mountains so they aren't one giant grey blob anymore.
- (A) Fixed several unplayable battlemaps east of Cirith Ungol
- (A) Fixed a broken river crossing east of Burh Marhlinge
- Moved the Forts in the Anduin Vale closer to the river to take advantage of Anduin's new "ferry".
- When playing as Dunland Enedwaith now take Suduri in the turn 1 expansion (Enedwaith spent about 10-15 turns suiciding their armies against it making the whole faction easy to take down!)
19th May
- (A) Fixed the Fords of Isen river crossing
- Re-added the Fort in Lothlorien, because I was an idiot and somehow removed it when changing up the Anduin forts.
20th May
- Nazgul now Unlock at certain turns for AI Mordor too if player is Gondor. Taking Minas Morgul, Cirith Ungol or Morannon early, before Nazgul unlock, will unlock the Nazgul for Mordor.
- Slightly sped up Enedwaith's replenishment rate; half way between that of Dunland and Northman
- (A) Cerin Amroth has been added back to the game - sort of - and is now a unique fort in Lothlorien
- Temporarily disabled (commented out) the Spy traits that were gained from the now removed Tavern, Coaching House and Pleasure Palace buildings (Rohur, you might wanna tinker with these traits -H)
- New look for Amanyar Swordmasters, Riders and Rangers by Arthalion
- New unique battle model for Elrond by Arthalion
21st May
- Polished Firebeard Warriors' battle models a little bit
22nd May
- Fixed a texture glitch with a lot of Dwarven axe texture
- Northern Dunedain now train units out of castles slightly faster than out of towns (I'd overlooked them) and former post-barracks event units now train at the same rate as the former pre-BE units
- Slightly slowed down Dunland's unit replenishment rate
23rd May
- (A) The river crossing south of Metraith no longer leads to an impassable forest
- (A) Wildmen forts will now use the correct terrain textures
24th May
- New Dol Guldur unit: Mirkwood Bodyguard. Axe throwing Uruks that use dual-axes in melee.
- All Dol Guldur armies spawned via script (e.g. auto expansions) are now led by Mirkwood Bodyguards instead of Uruk Bodyguards
- Dol Guldur no longer have ownership of Uruk Bodyguards
- Recruitment set up for Mirkwood Bodyguards
- Alcfud and Dun Larach now each have a pre-built Garden of Tales. This means Enedwaith and Dunland can recruit Warchanters straight away.
- removed the trait triggers for nagul locked trait that were left in before the script change. Nazgul should now properly unlock at given turns via script.
25th May
- slightly tweaked script monitor so Nazgul now really should unlock for AI and player Gondor at given turns
- Unit UIs added for Mirkwood Bodyguards
- Unit voices added for Mirkwood Bodyguards
- New "armoured" battle model for Boromir
27th May
- Some visual tweaks to Carrock Guard
- Polished Dorwinion Infantry's, including it's 3 visual upgrades, battle models a little bit
28th May
- A new unique saddle and harness-less horse mount has been added for Elven light cavalry units.
- Lorien Scouts, Woodland Horse Archers, Amanyar Riders, Amanyar Rangers and Avari Naharim now use these mounts (note the Avari Naharim have a darker textured version for their horses but it's the same mount).
29th May
- Added Liam Taylor/Special Sundae's re-recorded Anduin, Dol Amroth and Dunland unit voices
30th May
- Updated Amanyar and new EL unit large unit UIs
- Unit voices added to EL's Beleriand Honour Guard
1st June
- Lorien now gets Elvenking's Bowguard from the Silvan Alliance rather than the Gateguard
- Elvenking's Gateguard now get an Attack bonus vs mounted units (note they still function as 2h Swordsmen not Spearmen so cav charges will still sting)
- Elvenking's Axeguard Charge and Attack reduced but are now armour-piercing
- Removed recruitable Sellsword bodyguards from Mercantile-route Bree. Experiment failed; it won't work without making them the default bodyguard of the faction
10th June
- Gondor General's Bodyguard re-named to 'Captain's Bodyguard'
- Increased all Dwarven two-handed or dual-wield units Charge by +1 or +2
- Reduced Amrothian Pikemen's Defense Skill by -1 and increased Armour by +1
- Increased Sauron's bodyguard's Mass, Attack and Defense slightly and given them the "light_spear" trait so they're better at attacking and defending against cavalry.
14th June
- Visual upgrade added for Dorwinion Armsmen, unique to the Elven route
16th June
- Dorwinion's High Paladin bodyguards have a new look; they now have some elves mixed into their unit. They no longer have a visual upgrade however.
- Dorwinion Armsmen have a new look; they now have some elves mixed into their unit. Including visual upgrade.
18th June
- Increased range of Warg Scouts and Thorn Patrolers mounted crossbowmen units by 15 meters
19th June
- Beleriand Honour Guard have been re-worked into an uber-elite pike unit. Also some minor visual tweaks.
20th June
- High Paladins and Dorwinion Armsmen now have 105% movement speed (reflecting the elves present in the units) and Dorwinion Armsmen the highest level of Stamina
- Updated the big unit UIs of Beleriand Honour Guard, High Paladins and Dorwinion Armsmen
22nd June
- Beleriand Honour Guard small unit UI updated
26th June
- (A) Slightly increased the distance at which tree models are rendered on the battle map (a +33% increase to be exact)
- Fixed the Mercenary file as found and fixed by "Hooded Horse" on Discord - (Each region can only be present in the file once, if a region is in two pools, the mercenary recuitment stops working)
- Added all the Green Book faction overviews written by Sir Augimund
- Edhellond now a starting DA region
- All shire regions now have garrison troops working properly
- Temporarily disabled the fix to the garriosn script to see if it has been the cause of the turn 1 crashes
- Fixed typo in the three new green books which was causing them to show up in the building tab
27th June
- Ar-Adunaim now gain culture at a faster rate at "Coast" regions instead of "Barren" regions, making landing away from the South a less punishing option.
- Level 2 culture buildings in castles now correctly give their terrain-based culture bonuses to ND, Gondor and DA
- Generals on the battlefield (that's the General model himself) are no longer Relentless. They were just too prone to pushing through enemy ranks ahead of their bodyguard and dying isolated as a result.
- Added the following fix back in as it did not make a difference (disabled the fix to the garriosn script to see if it has been the cause of the turn 1 crashes)
29th June
- All trolls (and "troll-like") units now have the Relentless note in their description text
- All missile units that have an AP melee weapon now say so in their description text
2nd July
- (A) Reduced the construction time and cost of the following settlement tiers: Huge City, Fortress and Citadel
- (A) You can now deploy units on the gatehouse in Onazanar
- (A) The arrow towers in Zagh Kala are now working properly
- (A) Fixed a broken river crossing north-east of Dant'alad
4th July
- Significantly slowed down the fire rate of settlement ballista towers
- (A) AI Gondor now gets 3 garrison units in Pelargir and Carasast
- (A) AI Rohan now gets 3 garrison units in Gineard and 1 in Foldburg
5th July
- Shieldmaidens Att and Charge increased by +1
- Added Dol Amroth T1 and T2 units to the T3 Barracks (so Dol Amroth doesn't need to re-build the T2 Barracks to train their units if they capture a settlement with the T3 Barracks)
- (A) When not playing as the ND, Halbarad is moved over near to Fornost at game start
7th July
- Added the charge calculations to the bottom of the EDU in preperation of applying them to all the units.
8th July
- New Charge stats applied to Gondor, Dol Amroth and Rohan
9th July
- New Charge stats applied to Anduin, Dale, Bree, and Northern Dunedain
10th July
- Added missing dead UI portrait for the gondor portraits (I think this is why the UI messed up)
- Removed one set of portraits from Gondor as it wasn't in the right format.
- Added some pre-built buildings to Edhellond and added two units to the garrison alongside Baragund.
- Added children to Elladan, Elrohir and Gildor.
- (A) New custom battlemap for Caras Galadhon
- New Charge stats applied to Khazad-Dum, Erebor and Ered Luin
- Fixed Boromir's new battle model
11th July
- New Charge stats applied to Lorien, High Elves and Woodland Realm
- (A) Increased the chance of fog in Lothlorien
- New Charge stats applied to Dorwinion, Dunland and Enedwaith
- Fixed the Corsair invasion crash that occured if the AA were killed before turn 67.
- Edwodyn and Avl'yn (the second spawning version of them) now spawn when Dorwinion captures 12 regions and holds Mornedhel.
- Balrog general now spawns with the right unit when he spawns.
12th July
- New Charge stats applied to Mordor, Dol Guldur and Isengard
- Sworn Horsemen now have swords as a secondary weapon; they just use their spears to charge with
13th July
- New Charge stats applied to Angmar, Gundabad and Moria
- Gondor Archer Militia now actually have a Shield stat.
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14th July
- Reset the proper timers in the CS for the AA invasion (Turn 64-87)
17th July
- New Charge stats applied to AA, Rhun and Harad
- New Charge stats applied to Khand and mercenary units
- Lowered the upkeep of T1 and T2 Dol Amroth units
- Slightly raised the upkeep of T2 Gondor units
18th July
- Greenwood Foresters can now be trained in Duinburg (an oversight that they couldn't)
- Pinnath Gelin Cavalry can now also be trained in Cirith Iaur
- Visual tweaks and polish to Gurdhinen
19th July
- Tharbad can now build the Dunedain camp
- The green book in the Shire is now red as an ode to the Red Book of Westmarch
- Change to AA
- if the player is Dol Amroth or Gondor then AA will be allied to Harad & Mordor
- if the player is anyone else then AA will be neutral to all
- AA now dislike everyone around them a whole lot more.
- Ered Luin (AI) now goes to war with High Elves if they accept the rings
- Expanded AA family tree as much as we can with three general start
- Bree no longer attack in the Ered Luin ring script, it is now just High Elves or Dunedain.
- A spy can now be trained from The Last Homely House in Imladris.
- Harad can now train the 1st tier AA ship from Umbar only
- AA wil NOT be able to train Temple Units as those are the Dark Nums who are fanatically devoted to Sauron (as Hummingbird pointed out) - they would die before serving Sauron's enemy.
- Each tier of the blacksmith now provides the armour tier from all before it so if you capture a tier 4 smith and you can only use a tier 3, you don't have to delete the superior blacksmith to get your own.
- Almost every unit is now avaialble as soon as you build its recruitment building (if you have the culture) - Bodyguards form inns are the exception
- Iron Fist battle ability now has the effects listed in the battle
- Iron Fist battle ability no longer has a negative effect (all negative effects will be removed from battle abilities moving forward)
24th July
- Further reduced the charge of all non-spear cavalry (now -1 for sword/mace/axe and -2 for bow/crossbow)
26th July
- All additional unit info is now at the top of the unit card, not the bottom
- Added core_High_Pass at the declaration list of the garrison script (causing repeat crashes and may be the cause of the turn 1 crash?)
30th July
- Added the unit info to the top of unit cards for a few units that were missed
31st July
- Added remainder of unit info text updates
2nd August
- Implemented Liam Taylor/Special Sundae's re-recorded Enedwaith unit voices
4th August
- Thanks to Dzelten for advising on a better method of setting up the script at the start for the AA - this has been implemented.
6th August
- Anduin roster overhaul
-- Visual changes to Beorning Axemen (formerly Beorning Warriors)
-- Visual changes to Beorning Spearmen (formerly Beorning Shieldbearers)
-- Eotheod Footmen have been removed and replaced by a new unit 'Beorning Shieldbearers'. A T2 spear and shield unit.
-- Vale Defenders have been removed and replaced by a new unit 'Beorning Defenders'. A T2 axe and shield unit.
-- Visual changes to Bear Warriors (formerly Carrock Guard)
- Jelven's text fixes (covering the typo thread and many misc fixes) uploaded.
7th August
- Anduin roster overhaul
-- Visual changes to Eotheod Cavalry
-- Visual changes to Eotheod Horse Archers
8th August
-- Beorning Riders have been removed and replaced by a new unit 'Eotheod Horsemen'. A T1 hybrid spear and javelin cavalry unit.
-- New unit added: Framsguard. A T3 axe and shield heavy melee cavalry.
- Both Elrond and Cirdan are now faction leaders for the High Elves- the twins now both are heirs. The High Elves campaign description now reflects this (Links)
9th August
- Anduin Roster Overhaul
-- Woodman Trackers have been re-named to 'Woodman Hunters'
-- Eotheod Longbowmen have been removed and replaced with a new unit 'Woodman Trackers'. A T2 archer unit that can hide anywhere.
-- Visual changes to Woodman Wardens
-- Visual changes to Greenwood Foresters and they now use a spear and shield in melee
10th August
-- Visual changes to Woodman Warriors
-- Visual changes to Woodman Hunters
-- Stoor Hunters have been removed and replaced by a new unit 'Vale Archers'. A militia bow unit that will be available everywhere alongside the Valesmen.
11th August
-- Big unit UIs updated for all updated Anduin units (sans Vale Archers as they're still subject to change)
12th August
-- Small unit UIs updated for Beorning Spearmen, Defenders and Shieldbearers
13th August
-- Small unit UIs updated for Woodman Wardens and Trackers.
-- Added some prettier axes to Framsguard
-- Visual changes to Valesmen and Vale Archers
-- Unit UIs updated for Valesmen and Vale Archers
14th August
-- Small unit UI added for Framsguard, Eotheod Horsemen and Eotheod Archers
-- Set up unit voices for Anduin
-- Set up unit stats and costs for Anduin
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23rd August
- Anduin's Bear Warriors' stakes have been moved onto the Greenwood Foresters instead (the unit needed some more spicing up).
27 August
- Removed the Clan Moot script from the campaign script (War of the Ring) and archived it (And the warfare script) in the misc folder on Dropbox (Links)
1st September
- Anduin Barracks set up
- Added pre-built Beorning Camp to Beorn's Hall, Eotheod Camp to Framsburg and Woodman Camp to Duinburg
- Removed Anduin from old barracks and cut their units from the town hall
- Added Stoor Shirriffs to the Vale Barracks in Fenholm only.
- Fixed a small error in the EDB for Anduin (Valesmen were still in Castle base buildings causing double recruitment)
- Slightly reduced the cost of Anduin's T1 Muster Ground (was a bit expensive for a militia trash building)
- Adjusted Anduin's starting garrisons
- Anduin's Gleowine now has Eotheod Archers as his bodyguard
2nd September
- Anduin's Silvan Marchwardens are now trained out of the unique building inside Dol Guldur, requiring 75% culture.
4th September
- Anduin Mountain Pass building chain and script implemented. UI and text are still needed for both (Links)
5th September
- Re-added 'Light Elven Horse' files
- Updated Anduin's 'Notable Units' text on faction select
8th September
- Reduced the cost of Anduin's Eotheod, Beorning and Woodman Camp
12 September
- Added text for the Mountain Pass building chain (Links)
18 September
- Added UIs for the Mountain Pass building chain (Links)
26 September
- Added basic framework for Enedwaith's Clan Seats and added them to their respective regions (Links)
- New unit added for Dunland. An elite AP cavalry unit intended to be the reward for defeating Rohan. Not recruitable currently.
28th September
- Finished the coding for setting up the Anduin city, large city and stronghold.
- Allowed certain late game buildings to be built by Anduin
- Renamed Heavy Goblin X to Black Pit X
- Added the "Expanded" campaign name to the two dwarven generals for Ered Luin
- Added fixes for the merchants wharf and the naval cost reduction bonus (latter capped at 2 (20%) former lost the trade fleet bonus but now gives much more fixed income)
- Description text of all new and re-worked Anduin units completed
29th September
- Set up the battlemaps for Anduin
- Designed new mountain pass UI
- Minor text edits
- Dunlending Berserkers now use the spiked clubs the Dunhird Champions used to (the Champions will be getting axes after their rework)
30th September
- New look for Dunhird Champions (stat tweaks to come)
- Visual upgrade added for Dunlending Raiders and Dunlending Pikemen (based off the Chieftain's Bodyguard model).
- Chieftain's Bodyguard temporarily using a placeholder model (Yagthak's unique model) right now until a new one can be put together for them.
1st October
- Dunlending Warband now use the same look as the Dunlending Raiders and Pikemen, including visual upgrade
- Beast Slayers re-named to 'Dunhird Slayers' reflecting them now being a partner unit to the Dunhird Champions
- Dunhird Champions re-work: Hide Anywhere, Melee Attack and Defense increased, javelins are now AP, now use two handed axes in melee (the unit is now AP both at range and in melee), javelin ammo reduced from 4 to 3, Morale substantially increased, unit size reduced, cost increased.
- Dunlending Berserkers Melee Attacked reduced slightly and cost reduced slightly
3rd October
- Some visual polish to Dunlending Horsemen, Clan Axemen and Clan Spearmen
4th October
- New look for Dunland's Clan Hunters
- Clan Hunters now a little more expensive, but a little tougher in melee
5th October
- Visual upgrade added for Dunlending Horsemen, Clan Axemen and Clan Spearmen
8th October
- Visual upgrade added for Wulf's Swordsmen and Wulf's Pikes
- Minor visual tweak to un-upgraded Wulf's Swordsmen and Wulf's Pikes (only chainmail, no scale armour, until upgraded now)
9th October
- New look for Dunland's Chieftain's Bodyguards.
10th October
- Fastred and Gleowine of Anduin Vale now have unique battle models
- Removed a couple of Anduin's starting units
- The Shadow Ranger rebels outside of Leodholt have been exchanged for, much more managable, Orc Fighters and Hunters instead
16 October
- Text added to Enedwaith's Clanseat buildings featuring each clan's backstory (Links)
17th October
- Dunland Mounted Warband now use the new appearance of the Dunlending Warband
20th October
- New look for Warchanters (name to be changed with the Enedwaith Overhaul)
- New look for Foresters of Haleth (name to be changed with the Enedwaith Overhaul)
22nd October
- New look for Minhiriath Warriors (name to be changed with the Enedwaith Overhaul)
- New look for River Elders (name to be changed with the Enedwaith Overhaul)
24th October
- New look for River Swordsmen (name to be changed with the Enedwaith Overhaul)
- New look for River Spearmen (name to be changed with the Enedwaith Oberhaul)
- Updated unit names of Enedwaith units with the new models
-- Elder Guildsmen now 'Clan Heralds'
-- Eryn Vorn Woodsmen now 'Faolan Borderguard'
-- Minhiriath Warriors now 'Faolan Warriors'
-- Greyflood Raiders now 'Mordag Fishermen'
-- Angren Raiders now 'Mordag Skirmishers'
-- Foresters of Haleth now 'Dubhshíth Foresters'
-- Warchanters now 'Dubhshíth Elders'
-- River Swordsmen now 'Liadan Billmen'
-- River Spearmen now 'Liadan Spearmen'
-- Moot Keepers now 'Mocháini Ambaxtoi'
-- Enedwaith Clansmen now 'Mocháini Touta'
-- Enedwaith Huntsmen now 'Keefei Huntsmen'
-- Greyflood Horsemen now 'Fylanni Herders'
-- War Wagons now 'Fylanni War Wagons'
-- River Scouts now 'Enedwaith Cavalry'
-- River Elders now 'Enedwaith Guardsmen'
-- River Archers now 'Enedwaith Marksmen'
25th October
- New appearance for Clan Heralds, and they now use two-handed swords in melee
- Visual changes to Anduin's Beorning Defenders and Beorning Shieldbearers (some elements added from the soon to be removed Moot Keepers)
27th October
- New look for Mocháini Nobles. They now have two throwing axes.
28th October
- New look for Mocháini Touta. They are now a 2h-axe AP unit.
- New look for not-upgraded Dunland Clan Axemen and Clan Spearmen (based on the soon to be removed Greyflood Axemen)
30th October
- (A) Fixed an invisible model in Caras Galadhon
- (A) Angmarin Stronghold:
Fixed a bug that allowed the attacking army to capture the two side gates by simply placing units nearby
Added 6 arrow towers, 2 for each gatehouse
Added missing collisions
- Clan Heralds made a little more colourful
- Gave Liadan Spearmen and Liadan Billmen some red capes
- Dunland's Clan Axemen, Clan Spearmen and Clan Hunters re-named to 'Dunnish Axemen/Spearmen/Hunters'
31st October
- Some more tweaks to not-upgraded Dunnish Axemen and Spearmen
1st November
- New look for Keefei Huntsmen
3rd November
- (A) New custom battlemap for Umbar, courtesy of Withwnar from the DCI: Last Alliance team
4th November
- New look for Mordag Fishermen
6th November
- (A) Added corsair ships in Umbar
8th November
- New look for Fylanni Herders and Fylanni War Wagons
9th November
- Dunland no longer gets Warchanters (now Dubhshíth Elders)
- Instead Dunhird Champions and Dunhird Slayers now both have the 'inspire nearby units' trait.
10th November
- (A) New custom battlemap for Dol Amroth. Port courtesy of Withwnar from the DCI: Last Alliance team, Tirith Aear made by TED.
- New look for Faolan Clansmen
- Made a special unit officer for the two Faolan units because reasons.
11th November
- (A) Fixed incorrect CSMs for Carn Dum, Bree, Fornost and Dol Amroth
14th November
- Dunland small unit UIs updated
16th November
- New look for Enedwaith Guardsmen, Marksmen and Cavalry (WIP; Mats is going to make symbols for the shields and tabards)
17th November
- Added most of the new Enedwaith big unit UIs
19th November
- Unit UIs added for Enedwaith T1 and T2 units.
20th November
- Dunlending Horsemen now slightly stronger, larger unit size, but more expensive
- Updated unit descriptions for Enedwaith with Morale and Missile information
- Set up the stats and costs for Enedwaith (subject to change):
-- In the early game (T1 + T2) they're cheaper than Dunland and generally slightly weaker than them in melee, but much faster and have better ranged units. Sub-par morale so Dubhshith Elders use encouraged.
-- Dubshith Foresters (formerly Foresters of Haleth) now have the same unit size as other Rangers and 6 missile attack, plus Poisoned Arrows. They are, however, very poor in melee compared to other Rangers.
-- Units are More like Northmen at T3 and above; lose their speed and unit size bonus but much better stats in general.
- Updated unit Mass stats for Dunland, Anduin and Enedwaith
22nd November
- Dunland unit UIs updated
- Skin-changers now have unit officers, so the General should be a bit less exposed.
- Set up the stats of the Enedwaith elite unit, though it still uses the Guardians model as a placeholder for now.
26th November
- (TED) Updated the Boromir campaign map model to the armored version (thanks to Callistonian for his guide).
27 November
- Added unit descriptions for all non-elite Enedwaith units and updated some to reflect Enedwaith's new lore (Links)
- Updated Enedwaith Clanseat descriptions and locations (Links)
- Added clan units to their respective clanseat for Enedwaith- this is main source of T2 units until the clans are united.
Boat clan also provides economic bonuses and the Keefei Clanseat provides access to Druedain Hunters to make up for the fact there is only one Keefei unit.
Recruitment times still need to be balanced (Links)
- Visual armour upgrade added for Clan Heralds
- (TED) Updated the General and Captain strat models for Anduin and Enedwaith.
28 November
- Added basic script for Enedwaith's campaign (Links)
- Added framework for the tharbad building required for Enedwaith's script (Links)
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- Emblems added to Enedwaith T3 units' tabards and shields, by Mats
- Unit UIs added for Enedwaith Guardsmen, Marksmen and Cavalry
29th November
- Some more visual tweaks to Enedwaith Guardsmen/Marksmen/Cavalry, a little more variance in the soldiers' equipment.
- Added a number of UI competition entries as loading screens and set up Enpremi's splash screen, loading bar and loading screen.
- Orcish Grain Exchange renamed and given new descriptions - all four tiers.
- Add the Dwarven Travellers alongside the Guard fo the Caves for Rohan from the Glittering Caves
- Rohan Royal Guard now available in all of Rohan, not just Edoras. (Does not apply to Meduseld Doorwards)
- Dwalin in the Ered Luin script no longer spawns with Calaquendi Lords as his BG
- Made Byrig the capital of Dunland
- (A) Fixed a broken river crossing east of Gobel Mirlond
- (A) Fixed a broken river crossing southwest of Dorthalu
- (A) Fixed a broken river crossing south of Sant Annui
- (A) Moved the port in Dol Amroth to the southern shore on the campaign map
- Unit UIs updated for Enedwaith Guardsmen, Marksmen and Cavalry following their visual changes
- Extended the Fiefdom Waystation to every faction and added all AOR units to it (UI and names not yet done). Units restricted by terrain feature are not included (mountains, grassland, forest and barren)
30th November
- Set up unit officers for Enedwaith T1+T2 units. Banner carriers still to come.
1st December
- Made the Enedwaith's banner carriers for their T3+ units
- New General battle model for Enedwaith
2 December
- Moved the Mordag to Bahille (Links)
- Updated Enedwaith's script to remove the requirements for Dunland, and added the namechange for Tharbad (Links)
- The Tír Croícoill (The Tharbad Clan Building) now requires Enedwaith to be united to be constructed (Links)
- Fixed the incorrect use of local faction in the campaign script to I_LocalFaction (Links)
- Updated Enedwaith's faction leader title from Mootlord to Moot-Speaker to better reflect the fact that the faction leader represents the Clan Moot rather than lording over them (Links)
- Added script to detect whether the Liadan have been conquered (Links)
- Enedwaith now only starts with Alfcud (Rebel generals for their previously held regions and auto expansion are TBD- removed generals were moved to the archive text file on dropbox for posterity) (Links)
- Added Enedwaith banner carriers for their T1+T2 units
3 December
-Updated Enedwaith's script so units are gradually added to the barracks as each clanseat is reclaimed with associated events, rather than the barracks being unlocked with all of them at the end (Links)
-Updated uber-elite's name to Tír Croícoill Cosantóirí
- Added some blue paint to the Mochaini Touta
5 December
-Set up Enedwaith's recruitment in the EDB (Guilds were also updated) (Links)
6 December
-Set up Enedwaith's unique barracks- its second tier requires the Tír Croícoill to be rebuilt (Which has replaced the Clan Union Hall- which means Dunland no longer has access to it) (Links)
-Enedwaith's diplomat building has been merged into the palantir building chain and is now a landmark building titled the Clansmoot (UI and text are TBD); this frees up a building chain (Links)
-Enedwaith's clanseats now have correct recruitment times (Links)
-Set up rebels for the provinces Enedwaith previously started with and increased the garrison of Lond Daer (Links)
-Enedawith's starting army has been increased (Links)
-Tremac, the faction leader, now has a custom BG- the Mocháini Ambaxtoi as he is a memeber of the Mocháini Clan (Links)
-Livestock buildings can now be built in castles (Links)
- (TED) Added a new faction leader strat model for Enedwaith using H's battlemap model
8th December
- Added a pre-built Fishery to Alcfud so EW get their signature javs right out of the gate and a little bit of extra income
- Slowed down the extra units recruitment in the Clan Seats (it stacks directly with the barracks so units could be pumped out way too fast)
- Added the Dubhshith Foresters to the barracks; they however can only be trained in Forest regions (they're actually EW's best archers, in terms of range and damage, so a minor restriction felt appropriate).
- Sped up the recruitment of the elite unit a little
- First barracks now needs the Level 2 Town or Castle Hall and the second barracks now needs the Level 3 Town or Castle Hall
- Slightly reduced upkeep of Faolan Borderguards, Dubhshith Foresters and Dubhshith Elders
- Enedwaith now only begins with one unit of Dubhshith Elders at game start
- Tremac's BG now starts with maximum upgrades (+3 Armour, +1 Weapon) so he's less squishy.
- Enedwaith can now recruit Dunlending Raiders and Wulf's Swordsmen out of Dunland's three starting regions. From the Blacksmith and T1 Barracks respectively.
11th December
- By popular request Faolan Warriors now use a "falx". Just a visual tweak no changes to the unit stats.
12th December
- Fixed the Enedwaith's Diminshes script so it no longer triggers at turn 1 (Links)
- Added AI Enedwaith's Auto-Expansion (Links)
14th December
- Removed any mention of the Greyflood Axemen from the CS and DS (Replaced with the new Touta unit) (Links)
- Added Dunland's three core provinces as requirements from unlocking Enedwaith's Tharbad building (Links)
- Fylanni War Wagons can now actually be trained from the Enedwaith Barracks. There's no Grassland restriction.
- Dunland can now build the Level 1 and Level 2 Horse Breeder's Guild. They can train extra Mounted Warband from the Level 2.
- Khand can now build the Level 3 Horse Breeder's Guild. They can train extra Warlord's Kataphract Archers from the Level 3.
- Enedwaith now start with a second General named "Donnchaidh" with Dubhshith Foresters as his custom BG.
- Exchanged the two starting Keefei Huntsmen for Mordag Fishermen instead, underlining the faction's javelin/throwing focus a little more.
16th December
- Fylani War Wagons can now get free upkeep
17th December
- Fixed Dunlending Raiders and Wulf's Swordsmen SS for Enedwaith.
18th December
- Fixed Dunland silver surfer officers for Isengard
22nd December
- Added Fish resource to Alcfud and Lond Daer regions
- Removed pre-built Ballista Maker from Barad Vin
- Removed pre-built Level 1 Port from Suduri
- Added pre-built Level 1 Port to Lond Angren
- Added pre-built Level 1 Town Hall, Level 3 Blacksmith and Ballista Maker to Lond Daer
- Fixed Enedwaith's Level 2 barracks not unlocking (Links)
24th December
- Khamul's Shadow Rangers can now be trained everywhere (not just Mirkwood only) alongside the Shadowguard, from the new DG Shadow's Calling building.
- Dunhird Champions can now only be trained in Mountainous regions (they are, however, signficantly stronger than before!).
30th December
- Every event of the Enedwaith script now has event text- the existing messages such as their into have been edited to reflect their now more detailed lore (Links)
- Custom generals have now been added to the script-as you reclaim almost every clanseat, a represenative from that clan will join you (You start with the Dubhshìth general) (Links)
- The Keefei do not have a custom general however, due to only having a T1 unit. That being said, you will still get a custom general for reclaiming their clanseat (I will leave it to you to discover who they are however as their identity is intended to be a surprise!) (Links)
- Additionally, a general will spawn once the script is completed with your uber-elite unit (Links)
31st December
- Updated AI Enedwaith's version of the script so they can't start recruiting their elites and uber elite till turn 35 (Links)
- Orocarni Warriors are now an axe and shield unit with the Shield Wall ability. No longer AP.
4th January
- The three elite Enedwaith X units now have descriptions. Their uber elite will get one once its visuals are finalized (Links)
5th January
- Updated the Waystation twofold:
- Set up the "failsafe" so that the waystation does not speed up recrutiment of the unit in its home province. Simply put a unit cannot be retrained in the entire geographical area from where it comes (see the hidden resource region breakdown, there are 13 I believe).
- Renamed the building to "Waystation" for every faction and gave it a description. The UI remains to be done.
- Enedwaith can now upgrade towns and cities once the Tir Croicoill is constructed in Tharbad.
- Made some minor grammatical changes to some event texts.
7th January
- Added proper building text for the Tir Croicoill, Enedwaith's unique barracks and the Clanmoot (Links)
- Edited Enedwaith's final event to clarify that it lifts the restrictions on upgrading castles and cities (Links)
- Enedwaith elite units can now benefit from the advanced blacksmith.
- Fixed an error that gave Enedwaith double free upkeep in T3 Castle Halls.
8th January
- Added an inital message explaining Anduin's script (Links)
- The mountain pass line can now also be constructed in Khazad-Dum East and West, and Gundabad (Links)
9th January
- Event UIs added for Anduin's two events (Links)
- Almost all Enedwaith event UIs added (bar the final one)
10th January
- Added Enedwaith's final event image- finding a suitable image took forever (Links)
- Broke all of Enedwaith's single paragraph events into two paragraphs, and added a few sentences elaborating on the Druedain in the Druedain Aid event (Links)
11th January
- Added Clanmoot UI (Links)
12 January
- Added UIs for Dubhshith clanseat and the Tir Croicoill (Links)
14th January
- The Tir Croicoill and the Clanmoot Barracks now provide the 4th level of armour upgrade for Enedwaith, and only the 4th level (Links)
- The Clan Heralds visual upgrade now requires the 4th level of armour upgrade (Links)
- Enedwaith no longer has access to the advance blacksmith- its effects are now granted by the above buildings (Links)
- Added UIs for Enedwaith's unique barracks and the remainder of the clanseats (Links)
- Minor tweaks to Enedwaith's spawned generals' traits to make them more distinct (Links)
16th January
- The Clanmoot Barracks has been changed so it only supplies level four armour in advanced blacksmith regions- for this bonus to be supplied, a blacksmith must also exist in the region. This only effects the armour level- the barracks can still be built anywhere and will provide its normal benfits except for that (Links)
- Tharbad/Athamor is now an advanced blacksmith location (Links)
- The Tir Croicoill no longer supplies level four armour- it instead grants extra diplomats to reflect its nature as a diplomatic structure. Enedwaith can still get level four armour by building both a blacksmith and a Clanmoot Barracks in Tharbad/Athamor however (Links)
- Perfect Spy removed
17th January
- Minor edits to the opening script message of Enedwaith to make their relationship with Dunland clearer, and to explain why peaceful reconcillation is not an option (Links)
- Started changing up the AA conscription units
18th January
- AA can no longer train Haradrim Spearmen and Archers out of Umbar's Town Hall. However, now they are able to build the Conscription Camp in Umbar for Harad units.
- All AA Conscription units changed up except for Dunland and Enedwaith. As a general it is now 4 units per faction accross the board of 3 T1 and 1 T2, but the units replenish faster than before and the units more specialized to the faction's focus (Dale is very archer heavy for example). All except Angmar include a T1 mounted unit.
22nd January
- Fixed the Enedwaith script so that cities+ now unlock as expected
- Expanded the unification requirements of Enedwaith to include Saralainn and Cairill (Suduri and Barad Vin)
- Enedwaith's elite unit, the 'Tir Croicoill Cosantoiri', finally have a battle model. Stats tweaked slightly. Unit UIs updated.
23rd January
- Unification requirements for Enedwaith no longer include Tharbad as the unification complete event directs you to capture it then instead (Links)
- Cities and strongholds will unlock for Enedwaith as soon as the Tir Croicoill is built, rather than requiring the player to press end turn (Links)
- The 4th tier of the Mountain Defenses line for Anduin now correctly requires the completion of their script and correctly provides the population bonus (A typo prevented Anduin getting this bonus) (Links)
- Edited Anduin's Mountain Pass completion message so it explicitly states that the 4th tier of mountain defenses, cities, large cities and strongholds are all unlocked (Links)
- Enedwaith's script intro message edited to briefly explain why Saralainn and Cairill must be reclaimed as well (Links)
- Tír Croícoille Cosantóirí description added (Links)
- Updated all of Enedwaith's unit's file names so they match their in game name.
- Removed outdated UI's from the Enedwaith UI folder
- Cut Greyflood Axemen
- Corrected Mordag Skirmishers to use the 'elite' javelin projectile
- Updated Enedwaith's selction screen map
Storing Enedwaith clan breakdown here:
New Clans (Links):
The Mocháini of Lugiu (Nobles- Axmen); Clanseat- Alcfud; Insignia: Two Crossed Axes
The Líadan of Maolfinn (Farmers- Defensive Spearmen); Clanseat- Lond Daer; Insignia: An outstretched eagle below the moon (Enedwaith's old faction icon)
The Keefei of Caladir (Hunters- Archers); Clanseat- Argond ; Insignia: A Deer
The Mordag of Cairill (Fishers- Javelins); Clanseat- Barad Vin; Insignia: Two Circling Fishes
The Fylani of Maolrunaidh (Herders- Cav); Clanseat- Carras; Insignia: Two Scarlet Horses
The Faolan of Heorotscir (Warriors- Swords); Clanseat- Heorot; Insignia: A sword upon a hill
The Dubhshìth of Eryn Vorn (Forestsworn- Psuedo-Mystical support; Note: Mystical Order rather than Clan); Clanseat- Great Circle is located in Dol Vorn; perhaps these units can have poison damage like DG?
The Báirseach of Lond Angren (Traders- connections to Gondor and the Druedain; makers of the Dragon Boats); Clanseat- Lond Angren; Insignia: Sea Serpent
- Enedwaith can now rebuild the bridge of Tharbad
- New UI for Enedwaith Barracks (both tiers)
- New UI for all wildmen waystations.
- Repacked Enedwaith unit voices
24th January
- (TED) Added new Wildmen CSMs: village, town, large town, city, keep, castle, and stronghold
26th January
- Added some clan symbols to some of Enedwaith's shields, including some special unit officers.
27th February
- Orthanc Sentries removed
- New unit: Dunland Crossbowmen. T2 medium crossbow unit recruited from the Level 3 Barracks. Though actually the weakest of the T2 crossbow units in the game they'll give Dunland some late game ranged power after losing access to the, now Enedwaith only, Foresters.
- Updated Enedwaith's 'Notable Units' on the faction select screen.
1st February
- Changed up some of the rebel armies around Enedwaith to be a bit more thematically appropriate; Dunnish troops in Heorot, Orcs in Carras, Lumbermen and Hunters in Dol Vorn.
2nd February
- Unit UIs added for Dunland Crossbowmen
- Druedain Hunters unit size reduced, anti-mount bonus reduced, cost and upkeep increased.
- Removed the standard Longboat from the Bairseach seat, as Enedwaith doesn't train those anyway (their unique Dragon Boats are better).
7th February
- Tumunzahar Nobles (EL bodyguard) have been re-made as a spear and crossbow unit.
18th February
- Changed Anduin's victory conditions
- Added some text to the AA invasion messages so that the player doesn't build ships
- Removed the AOR retraining building. It isn't worth our time trying to figure out how to amend it as it offers such small utility
- Added the three generals as awards for the UI competition
- Amended some pike records that were incorrect
20th February
- Edited the descr_missions in accordance with Jojo's findings. Thanks to him for that.
- Allowed Uruk Reavers to be trained from the Isengard Lumber Camp
- Added all three tiers of growth building to castles (orcs and dwarves don't get this building)
- Renamed Town Halls for the wildmen
- Improved Nazg-hai bomb damage substantially but reduced the number of bombs down to 2 per company
- Battle model added for Enedwaith's Druedain general
21st February
- Woodman Wardens, Goblin Stalkers, Azrazair Marines, Muhad Tribesmen's javelins are now AP. Ammo set to 3 for all, and Attack slightly reduced for some.
2nd March
- Updated Orocarni Warriors unit UIs
13th March
- HE, WR and Lorien artillery crews now have colour coded textures
- fixed trait and ancillary trigger conditions that could cause a crash
15th March
- Amended the Woodelves alliance script as follows:-
- Acceptance:-
- Your nation merges with the other and you get their regions and generals (custom bodyguards from the merging nation are lost)
- You get acces to 4 units from the other faction and these are added to your usual barracks/stables/archery range at the proper tier and now also have culture requirements
- Rejection (can be done at the very beginning of the script but you will still be attacked by Mordor):-
- You can train your elite unit everywhere at a 75% culture requirement
- You can build Yavanna's Garden, possibly the most useful building in game yet. It gives:-
LOCAL ONLY:
- 10 Recruitment slots
- 3 free upkeep slots (4 in practice, see below)
- Upgrades roads to Highways in its location
- Recruits Ents
GLOBAL:
- All archers train with +2 experience (subject to the annoying retraining bug)
- 0.5% elven culture spread in all cities as standard (0.75% in practice, see below)
- Amplifies ALL religion boosts worldwide by 50%
- 0.5% pop growth in all cities as standard
- 1 extra free upkeep slot in all cities
- 1 recrutiment slot in all cities as standard (this means that if you build this garden then every town or castle you claim can recruit straight away - you don't need a town hall)
(Yavanna's Garden can be built in Caras Galadhon, Amon Lanc and Thranduil's Hall and all of its bonuses are stackable. If you build all three Gardens then all of the global bonuses are tripled (except recrutiment slots))
- Note 1:- Yavanna's Garden has been purposefully made REALLY enticing because the merging option is so appealing that we really need a good reward for rejection.
- Note 2:- Ents can be trained from Isengard regardless of the choice you make above.
- Guilds now have MUCH higher requirements so they should be a lot rarer
- Changed Dol Guldur's 'Last Stand' army to spawn when Dol Guldur is lost rather than being reduced to two regions
- Flame Wrangler now available at the same tier as the ballista and the AI will train it more now anyway (increased priority)
- Changed the Khand Refuge building UIs to fit a Nomadic theme
- Rotated the White Hand on the Isengard town centre flag
- Harad's troll men general now has champions instead of warriors
- One of Harad's 3 starting generals now has Serpent Bladesmen as his BG
- Three units with Boromir at game start have gold armour now to show off the nice late game armour.
- Skin Changers now have a huge mass stat and can completley disrupt enemy formations and knock back the odd man or two
- Sauron's bodyguard has been hugely buffed to be in line with fighting a godly Maiar and to put him closer to where he was before the change to an infantry unit
- Bilbo now has Dwarven Travellers instead of Bandobras archers as a bodyguard and accompanying unit.
- Dislikes Gondor trait no longer mentions Númenor
- Added the pacify dead factions script and checked it worked. It did (thank Aulë :P )
- Set up the 4 units in the Woodelves alliance as follows:-
- From Lorien to the WR: Galadhrim Swordsmen, Galadhrim Guards, Lorien Scouts and Sentinels of Cerin Amroth
- From WR to Lorien: Elvenkings Axeguard, Elvenkings Gateguard, Woodland Horse Archers and Maethyr i Thewair
17th March
- Westron Ballista and Catapult crews now have colour coded textures by faction (green for Bree, blue for Dale and so on)
19th March
- Woodelves nations now have ownership of each other's militia but they cannot train these units (or retrain them).
- Legolas has Hin e Daur as his bodyguard again because it is just too cool not to do that. :P
- Farmhand Pikemen can now only be trained by Bree and have a 25% Culture requirement
- Farmhand Pikemen re-worked: Now they function as "real" pikemen with the 'long_pike' trait and their stats have been adjusted to be similar to that of other T1 pikemen (though they are the weakest T1 pikemen in the game)
- Livestock Farming line now slightly less expensive and 1 turn quicker to build. Levels 2 and 3 now provide slightly more income
20th March
- Minor visual tweaks to Farmhand Pikemen. Longer pikes, clothing better fit Bree's colour scheme.
21st March
- Fix to the Enpremi and Orthordir spawn scripts
- (TED) Added a new Vale of Anduin Hobbit village model
22nd March
- (TED) Added a new Hobbit farmstead resource model
- (TED) Added a new Bree-land Hobbit village model
- (TED) Added a new Bree-land Hobbiton model
- (TED) Added a new Vale of Anduin Beorn's Halls model
- (TED) Added a new Vale of Anduin Rhosgobel model
24th March
- Implemented "special_sundae"'s new unit select voices for Enedwaith and set up the voices for their custom generals
25th March
- Unique battle models implemented for Enedwaith's Ghan, Ered Luin's Grindfarn and High Elves' Dornonorston
- Some old friends have returned as the new look for the not-upgraded Gondor Defenders garrison unit.
27th March
- (TED) Updated the Hobbit smial texture file to use a darker hill texture
- (TED) Added new Bree-land settlement models: town, large town, city, large city, and castle
- (TED) Added a new Bree-land City of Bree model
- (TED) Moved the Bree-land City of Bree model into the Russia folder
- (TED) Added a new Wildmen large city model
29th March
- (TED) Updated the Bree-land CSM textures
- (TED) Added a new Bree-land Stronghold model and enabled the construction of it
3rd April
- (TED) Added new Angmar town, large town, and castle models
- (TED) Added a new Angmar stronghold model
- (TED) Added a new Angmar city model
4th April
- (TED) Updated the City of Bree battlemap file so that it points to the Russia folder and loads the proper map
- (TED) Set the City of Bree and Mount Gram settlements to huge_city, moved Bree out of Russia and into Normans, and updated their battlemap's worldpkgdesc files
- (TED) Added a new Angmar large city model
5th April
- Further tweaked the silvan general spawns so the message appears but only once.
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8th April
- Orthanc Guard now use the model of the Guardians of Dunland (who are due to be removed) instead. Isengard uses a unique textured version (shields, capes and white hands on the armour).
- Changed up Anduin and Enedwaith's Last Stand armies to account for their new rosters.
10th April
- Slightly slowed down Enedwaith's recruitment from their Barracks and economy buildings. Substantially slowed down the extra recruitment from the Clan Seats.
- The Tir Croicole no longer provides additional recruitment of Enedwaith Guardsmen, Marksmen and Cavalry
12th April
- Re-added the AOR retraining building without the Gundabad enslaving units (Fynn)
- Lorien/WR Prospers, Lorien/WR Diminishes, Thranduil's halls/Caras Galadhon taken messages don't appear after Elven Union (Fynn)
- AA Mithlond invasion warning doesn't appear for every faction any more (just HE) (Fynn)
- Implemented new Barrow Wight battle models by R3AP3R (Fynn)
14th April
- Amended campaign_script to be hotseat compatible and implemented the custom settlement under fog fix script by Callistonian (Fynn)
18th April
- (TED) Updated the Angmar large city model - replaced the wooden wall in the corner with a stone wall.
23rd April
- Updated Enedwaith, Anduin and Dunland to use the Northmen File Culture (WIP- still many things to fix ) (Links)
- Updated the building names and descriptions of Enedwaith, Anduin and Dunland to show correctly now that they use the northmen file culture (Links)
- Fixed the Garrison Halls building name showing up as <garrison_hall> (Links)
- Added missing northern_european building UIs for Enedwaith, Anduin and Dunland (Links)
24th April
- Added missing barrack UIs for Dunland (Links)
25th April
- (TED) Added new Northmen settlement models: village, town, large town, city, large city, keep, castle, and stronghold
- (TED) Updated the Northern Dunedain town and large town models to use the new Northmen models
- (TED) Moved the Wildmen generic settlement models into their respective factions' faction_variants folder
- (TED) Set the Deadman's Dike (Fornost Ruined) settlement's faction creator to Denmark, moved the CSM into the Denmark folder, and updated the battlemap to reference the new faction creator
26th April
- Reorganized the dropbox so it accounts for files such as projectiles that have to be installed in the vanilla data directory (Links)
- (TED) Updated the recent Northmen castle settlement model by moving the keep a bit back
- (Uniform Kilo) improved coastline smoothing around the Harnen, Celduin, lake in Rhovanion, lake in Gundabad, lake in Harad
- (Uniform Kilo) replaced 3 Harnen delta islands with 2 islands
- (Uniform Kilo) fixed bugged javelin projectile textures
- (Callistonian) fixed all broken sea crossings that would make the AI stall out, removed crossings at Gulf of Lune and mouth of Lefnui
- (Callistonian) fixed a couple audio events that reference "Allah" and "Christendom"
27th April
- (Callistonian) fixed all character's in DS that used names that don't exist for their factions
29th April
- (TED) Fixed the battlemap worldpkgdesc file for the following settlements:
Barad-dur, Carn Dum, Cirith Ungol, Gundabad, West Moria, Black Gate, and Dol Amroth (DA's battlemap's water, port, and port buildings are broken and will be fixed in the near future)
- (TED) Fixed the Wildmen factions' generic battlemap's worldpkgdesc files
Wildmen keep uses an edited vanilla NE battlemap
Wildmen castle uses the Wildmen town battlemap
Wildmen stronghold uses the Wildmen large town battlemap
Wildmen city and large city use the vanilla NE city and large city battlemaps respectively
- (TED) Updated the Northmen generic battlemaps to use the vanilla NE battlemaps (this applies to Dale & Rohan)
The vanilla NE village battlemap was edited to remove the church building
- (TED) Updated Doriwinion's generic battlemaps to use the vanilla SE battlemaps
- (TED) Set the following settlements' faction_creator to Scotland (Dale):
Dorthalu, Logarth, Rhawburg, Burh Alge, Grasgard, and Burh Gram
- (TED) Set the following settlements' faction_creator to Byzantium (Dorwinion):
Kondovan and Wintirion Iaur
30th April
- (Castellan) added new Adunaim models and textures folder
- (Castellan) updated the BMdb and EDU
- (Fynn) Changed ND starting conditions:
- Bree region's forts around the border moved outside the Bree borders
- Metraith is a ND starting region where Halbarad spawns and downgraded to a town
- Hirvegil spawns in the top fort that's now in the Ost Sul region
- Arthedain footmen and Cardolan Sentinels replaced with Rangers and Wardens
- (Fynn) RK script base implemented
- ND annexes Gondor and DA
- Faction Logo and Banners change to RK
- All general's strat models upgrade and Aragorn gets his Elessar look (also Aragorn gets an upgraded battle model)
- Custom Bodyguard generals are respawned and retain their BG, Faramir and Boromir retain their strat models and some Amrothian generals get a Amrothian strat model
- Automatic wars with enemies of Gondor are started
- Eastern Osgiliath auto upgrades if Gondor holds it as ND can't upgrade it
- (Fynn) Arnor script base implemented
- ND annexes Bree
- Faction icon and banners change
- generals get an upgraded strat model
- (Fynn) changed personality names in descr_strat and re-implemented historical battles button in menu
- (TED) Added a new City of Dale unique settlement model
1st May
- Updated the entries and triggers in the export_descr_ancillaries file to account for the fact that Anduin, Dunland and Enedwaith are now Northmen file culture (Links)
- (Uniform Kilo) fix for Balchoth javelin projectile, improved Troll-men javelin projectile
2nd May
- (Fynn) Prevented some events from popping up when Gondor and DA die during RK, made sure all the ancillaries the custom Gondor/DA generals have can be applied to ND's culture, changed the launch batch to check for LAA
- Updated the entries and triggers in the export_descr_character_traits file to account for the fact that Anduin, Dunland and Enedwaith are now Northmen file culture (Links)
3rd May
- (Castellan) updated the Aduniam Armsmen to use new model.
-updated EDU
- (TED) Updated the City of Dale unique settlement model (lowered it and added stone buildings)
- (TED) Updated the Northmen generic city, large city, and stronghold models (added stone buildings)
- (Castellan) Added custom mount for naru Kights
- EDU, BMdb, descr_mounts
4th May
- (Links) Azrazair Raiders' and Archers' names updated to Corsair Raiders and Archers (Descriptions, voice acting, EDB and EDU TBD)
- (Callistonian) fixed deployment zones for battle maps around the river south of Lorien (map_heights.tga)
9th May
- (Callistonian) fixed silver surfers for AA's Loke Gamp Rim + missing info UI (bmdb, UI folder)
10th May
- (Links) Added Medik's new AA faction icon, adapted from Castellan's AA banners
11th May
- (Callistonian) fixed bug with GameReloaded script to prevent region discovered messages from popping up (CS)
14th May
- (Links) Corrected the size of the 'select' version of the AA's new icon
- (Links) Added descriptions for the corsair units
- (Links) Updated Corsairs' voice acting to use BFME Corsair lines
- (Links) Corsairs are also now avaliable as a universal mercenary unit along the western coast of Middle-Earth (Any region bordering the ocean that provides boat merc units also now provide corsairs), acting in a similar role to the Far-Rhun unit for the western border of the map. As pirates, they are willing to work for anyone who provides them with coin, so any nation can recruit them as mercenaries.
15th May
- (Castellan) Added new unit cards and unit info cards for AA.
- (Castellan) Edited Rôzadan Footmen shield value to 6 to reflect the larger shield; also slightly increasing the Nardubawib's shield value and adding a shield value of 1 to the Rôzadan Archers.
16th May
- (Fynn) Removed the goblin archers attack at the Mirrormere as the engage_armies can cause crashes there.
- (Fynn) Fixed some non-functional guild triggers
19th May -
- (Links) Elven nations can no longer recruit corsairs as mercenaries
- (Links) Added Corsair UIs for to the slave and merc folder
- (Links) Corrected the size of the 'roll' version of the AA faction icon