Awesome !
v0.250 (January 27, 2013)
- updated troops
- fixed same face on almost all troops
- fixed cannon reload phases
- PT accuracy bonus enabled again
- added the ability to sprint while wielding a weapon, but not while attacking or blocking
- fall damage is reduced underwater
- added europe as campaign map
- added many historical NPC's
- renamed Kingdom of Poland to Union of Mielnik(Poland, Lithuania)
- renamed Kingdom of Denmark to Union of Kalmar(Denmark, Sweden, Norway)
- renamed Kingdom of Portugal to Portuguese Empire
- changed the campaign year to 1520
- fixed script errors on stamina- and drown bar
- fixed sometimes attribute values from the last used troop will be assigned to the new one
- many improved scripts
v0.248 (January 24, 2013)
- updated troops
- bleeding is completly implemented
- added a quick scene chooser to the tutorial menu
- improved patricle effects
- added new high quality horizons and outer terrain borders
- ubdated many materials to solve a lot graphical issues
- new cannon models
- item prunetime increased
- finaly removed power draw, iron flesh and shield skill from all troops
- armor weight now lowers weapon proficiency
- added more information to item details
- added long range vollyfire for ranged troops
- added walking mode for AI troops
- fire damages agents
- max equiped quiver amout is limited to 1, so 24 arrows is maximum
- WSE updated
- fixed bots wont spawn in the most multiplayer modes
- fixed doors and gates are only closed/opened serverside
- fixed strength and weapon proficiency still affects bow- and thrown damage
- fixed only the first 4 mutiplayer bot-troops can be choosed in item menu
- fixed bots are allways in walking mode after reading a ranged weapon
- fixed musket particle effects wont be shown on dedicated servers
- fixed some agent slots are not synchronized between client and server
Thanks for your offer, but our buildings will be completly destructible.Al_Mansur said:Great work. This seems to be a very serious project.
I could share some stuffs with you, as the second part of my mod takes place in the second half of the 15th century.
For example this late medieval French keep:
Or Mons Meg:
v0.254 (February 5, 2013)
- added a new campaign map
- enabled traveling on water on the campaign map
- fixed wrong item modifier on dropped items due the slot system
- fixed script error on cannon keeps crashing the game
- fixed night ambient sounds are played on daytime in singleplayer
- all towns and parties now use their faction banner
- removed the starting mission of SP and deleted the most starting windows to speed up the gameplay
- removed viking buildings
- removed the ability to sprint while wielding a weapon/shield to prevent players to allways sprint
- added new banner models and textures
- it's now possible to recruit 3 different troops in villages
v0.257 (February 9, 2013)
- reworked campaign map
- traveling on water is now only allowed on important places on the campaign map
- updated troops and troop trees
- releasing a ranged weapon now also consumes stamina
FinnishKnight said:When will it be released?
We will, if some names of them will be shown ingame.matmannen said:I strongly suggest you use accurate names for cannons, Culverin, demi culverin etc... or you might even use the seperate names for the culverine classes: serpentine, basilisk etc..
A few months ago I told you guys, that "mounted musketeers" was just a working title.matmannen said:Also I hope you have removed the class mounted musketeers from the unit list, it is very unaccurate since a musket was simply to heavy to carry and shot with while mounted... and because it wasn't produced until 1530.
The todays Romania was half hungarian and half ottoman back in 1520.killerboy444 said:I would just like to point out Romania was never part of the Ottoman Empire. We just paid a yearly tribute to the Ottomans, kind of like a vassal.