The MTW Pocket Mod v1.0.6b-beta has been released. Please install this version over the previous version. If you have never installed any previous version then you need only install this version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
Fixed crews appearing on the battlefield without siege equipment.
This release is savegame compatible with v1.0.6
Many changes have been made to this version so there are likely to be a few bugs. These need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.
Summary
The MTW/VI Pocket Mod is basically a no frills mod for the main 1087 - 1453 Medieval campaign for MTW. It includes many realism and gameplay fixes but is neither a pure historical accuracy mod, nor a realism mod. The aim of the mod is to improve gameplay, realism and historical accuracy while keeping the mod itself as small as possible. It's features are constantly evolving and improving and are most notably:
Homelands for many units to prevent them being trained outside their historical ethnic regions
Various unit stat changes to improve game balance and reduce the number of redundant units
Many units reassigned or restricted to certain factions
New units, only where needed
Renaming of many units to more historically accurate names
New Harem building for the Muslim Factions to replace Taverns and Brothels
Harem woman agent, the equivalent of a Muslim princess
Revised and optimised technology tree with new buildings added and redundant ones removed where necessary
Tweaked farming, trade and mining to give more income to the AI factions and provide a greater challenge
Cheaper ships and ports that are quicker to build
Fully functional Sahara Province
Removed land bridge across the English Channel between Wessex and Flanders, added land bridge between Sweden and Finland
Many more tweaks and enhancements
Member Contribution
Member contribution is welcomed. We are always looking for information as to how to improve the mod. If you see an error or something that needs changing or adding, we would like to know about it. Bear in mind that the Pocket Mod's aim is to be as small as possible to download, and to change as little cosmetically as possible, while improving gameplay, realism and historical accuracy as much as possible.
Complete log of all changes
Units - Foot Missile / Skirmisher
Crossbows:
Eras: All Periods
Trainable by: All Factions
Valour bonus: Milan
Arbalests:
Eras: High/Late Era
Trainable by: Catholic and Orthodox
Valour bonus: Milan
Pavise Crossbows:
Eras: Late Era
Trainable by: Catholic (excluding Danes, Hungarians and Poles)
Valour bonus: Milan
Pavise Arbalests:
Eras: Late Era
Trainable by: Catholic (excluding Danes, Hungarians and Poles)
Valour bonus: Milan
Valour bonus: None
Trainable in: Georgia and Khazar
Trainable by: Byzantines, Golden Horde and Russians/Novgorod.
Dependency Change: HORSE_BREEDER3
Steppe Cavalry:
Valour bonus: Volga Bulgaria
Horse Archers (steppe):
Renamed: "Steppe Horse Archers"
Unit size: 60, scalable
Valour bonus: Volga Bulgaria
Trainable in: Muscovy, Volga Bulgaria, Khazar, Pereyaslavl, Chernigov, Ryazan, Kiev
Trainable by: Turks, Byzantine, Hungarian, Russian, Novgorod, Golden Horde.
Split to two units - see below
Horse Archers (arabic):
Renamed: "Desert Horse Archers"
Unit size: 60, scalable
Valour bonus: None
Trainable in: Morocco, Algeria, Tunisia, Sahara, Cyrenacia, Egypt, Sinai, Arabia, Edessa, Antioch, Tripoli, Palestine, Syria.
Trainable by: ALMOHAD, EGYPTIAN, TURKISH.
Split to two units - see above
Mongol Horse Archers:
Valour Bonus: Khazar
Feudal Knights, Chivalric Knights, Lancers, Gothic Knights and Royal Knights:
FK Renamed: Knights
RK: Valour bonus: None
FK: Valour bonus: Normandy
CK: Valour bonus: Tolouse, Ile de France
L: Valour bonus: Castile
GK: Valour bonus: None
Trainable by: All catholic factions
Unit Size FK/CK/L/GK: Scalable 40 man units
Unit Size RK: Scalable 20 man units
The RK units can be upgraded into the next unit after each era change as before.
More in depth explanation of Royal Knights, Feudal Knights, Chivalric Knights, Lancers and Gothic Knights here:
In a nutshell here are the advantages of RK's and the changes made to the other Knights:
1) As before, a smaller unit size than Feudal Knights, Chivalric Knights and Lancers or bodyguard units like Kataphraktoi, Boyars and Mongol Heavy Cavalry. So you're not paying dearly in support costs every time an heir matures, though you are paying more than you were previously, when the units were 20 man non scalable (up to a maximum of double the cost on huge unit size). This still means lower support costs. Kataphraktoi, Boyars and Mongol Heavy Cavalry will also be modded to 20 man scalable units to reduce their support costs. Sipahis of the Porte and Ghulam Bodyguards will be modded as scalable to increase their units sizes in line with the others. This balances out the bodyguard units for all factions considerably more than they were before.
2) They are a larger unit size than the old bodyguard units, so they're better equipped to fight and protect your heirs and king, they're actually usable on the larger unit sizes unlike the others that were only usable on the smallest.
3) Unlike Feudal Knights, Chivalric Knights, Lancers and Gothic Knights. Royal Knights become obsolete with every era change, but unlike the former, they can simply be upgraded by retraining the unit after the era change has occurred.
4) The Royal Knights unit size is not full size, as with Kataphraktoi so you're not paying dearly in support costs every time an heir matures, though you are paying more than you were previously, when the units were 20 man non scalable (up to a maximum of double the cost on huge unit size). (To be looked at in more detail)
5) The Feudal Knights and Chivalric Knights can now be built earlier than usual because the tech levels for Royal Courts have been dropped 1 level. Previously the player would often find her/himself in the next era before she/he'd teched up to Feudal Knights.
6) The Lancers are only available to the Spanish and Aragonese.
7) The Gothic Knights are only available to the Italians and HRE.
Royal Knights:
See Feudal Knights.
Chivalric Knights:
See Feudal Knights.
Lancers:
See Feudal Knights.
Gothic Knights
Stat Change: +2 charge (6), +2 melee (6), run speed 16, charge speed 18
See Feudal Knights.
Bedouin Camels:
Valour bonus: Arabia
Dismount type: Arab Infantry.
Viking Raider Cavalry:
Renamed: "Norse Raider Cavalry"
Eras: Early
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Eras: High and Late
Trainable by: Catholics
Dependencies: ARMOURER, HORSE_BREEDER2, TOWN_WATCH3
Stat changes: As Feudal Knights, cheaper, not elite, 1 point less armour, 1 point less defense, normal discipline type (not impetuous).
Dismount type: Chivalric Sergeants
Teutonic Sergeants
Trainable by: HRE
Trainable in: Prussia, Palestine and Lesser Armenia
Dependency change: "{CHAPTER_HOUSE, ARMOURER2, HORSE_BREEDER3}"
Order Knights
Trainable in:
Hospitallers: Palestine, Rhodes, Cyrus, Malta.
Templars: Syria, Palestine.
Knights of Santiago: Leon, Castile.
Teutonic Knights: Prussia, Palestine, Lesser Armenia
Valour bonus: Arabia
Stat Change: +2 point of defense, -1 point melee
Unit size: 100
Ruler advantage: Egyptian (they can train them more cheaply)
Dependency Change: TOWN_WATCH
Trainable in: Egypt, Sinai, Arabia, Antioch, Syria, Tripoli, Palestine, Edessa
Abyssinian Guards:
Trainable in: Egypt, Arabia
Ghazi Infantry
Trainable by: Turks, Egyptians
Saracen Infantry
Renamed: "Anatolian Infantry"
Eras: High/Late
Trainable by: Turks
Trainable in: Asia minor
Viking Carls:
Unit Removed.
Vikings:
Renamed: "Drangar"
Valour bonus: No change
Eras: Early/High
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Viking Thralls:
Renamed: "Carls"
Eras: Early/High
Stat Change: These are now the same as vanilla spearmen except they have 7 charge and are unformed. They are also cheaper to support than Vanilla Spears.
Discipline type: UNCONTROLLED
Dependency change: SPEARMAKER
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Viking Landsmenn:
Renamed: "Tegnar"
Valour bonus: Denmark
Eras: Early
Trainable by: Danes
Trainable in: Denmark, Sweden, Norway
Viking Huscarles:
Renamed: "Huscarles"
Eras: Early
Trainable by: Danes
Dependency change: ROYAL_COURT, SWORDSMITH2, ARMOURER2
Unit size: 20, scalable
Trainable in: Denmark, Sweden, Norway
Slav Warriors:
Valour bonus: Serbia
Armoured Spearmen:
Trainable by: All orthodox factions that don't have access to Feudal/Chivalric Sergeants (Byzantine, Russians/Novgorod) and some catholics that do, which are unchanged.
Renamed "Zirhli Nefer Janissary"
Valour bonus: None
Eras: Late
Pikemen
Valour bonus: Flanders. (Tyrolia bonus for Pikemen removed).
Stat changes: +2 defense
Dependency change: TOWN_WATCH4, SPEARMAKER3
Woodsmen
Valour bonus: Finland (Lithuania removed)
Spearmen (Square Shield)
Now also trainable by the Moorish and Egyptian factions (mainly as a garrison unit to replace muslim peasants)
Peasants/Muslim Peasants
Unit removed. (revolts/crusades/jihads only)
Feudal Men at Arms
Renamed: "Men At Arms"
Era: Early
Feudal Sergeants
Renamed: "Sergeants"
Era: Early
(Urban) Militia Sergeants*
Renamed: "Militia Guards"
Era: All Periods
Urban Militia*
Era: All Periods
Trainable by: Catholic/Orthodox/Moorish
*Note: Infantry Militia units may be renamed and adjusted in the next release.
Units - Agents
Inquisitor/Grand Inquisitor:
Valour bonus: Removed, Castile (to get rid of the 'super inquisitors' problem)
Assassins:
Valour bonus: Removed, Syria. (such an exploit that it gets boring after a while)
Imams:
Valour bonus: Arabia
Harem Women**
Era: All Periods
Trainable by: Muslim
Dependency: HAREM4
Jihad
Takes 4 years to build
Dependency change: Grand mosque (not ribat)
Crusade
Takes 6 years to build
Cost: 1200 florins
**new units
Shipping
-Import Tax at 50%
-Trade goods values at 50%
-No valour bonuses for all ships (portugal, wessex, Venice, Tunisia, Aragon, Denmark etc) because the AI can't exploit them.
-Gungalley modded deep sea for Byzantines, Italians, Papacy, Sicilians, who currently lack this type of ship.
-All things sea based cheaper and quicker to build:
Port: Cost 400 florins, 2 years
Shipyards: Cost 200, 400, 600, 800 florins, time to build 2, 4, 6, 8 years
Coastal vessels: Cost half price, 1 years to build
Deep sea vessels: Cost half price, 2 or 3 years to build
Farming
All farming upgrades now cost 50% less.
Taverns, Brothels and Harems
The Taverns and Brothels now work as they do in the VI campaign with the exception of the Harem which is effectively a muslim version of the tavern and brothel combined. The first Tavern/Brothel/Harem buildings now depend on the Fort, the upgrades depend on the Keep, Castle and Citadel. The Tavern and Brothel tech trees are now independent of each other. It is no longer necessary to first build the Tavern in order to build the Brothel.
Inns
The Inns will be unavailable, as the AI cannot make use of mercenary units at all. Existing Inns are removed from the startpos files (the early/high/late starting position files).
Military Academy
This structure will now depend only on the fortress. This will positively affect the Turks, allowing Janissary units to be produced in multiple provinces that have teched up to a military academy. Homeland restrictions will apply.
Town Watches*
Upgrades will be unavailable for those that don't need them (Byzantine, Egyptians and Turks). The Turks and Egyptians cannot upgrade to the final militia building anyway to make use of the +1 valour bonus (for Urban Militia), though it is unlikely that anyone would want to even if they could. Only the first building delivers a provincial happiness bonus so that is irrelevant also. The dependencies have changed in that the last two Town Watch buildings now depend on the Castle and Citadel instead of the Citadel and Fortress.
Royal Palace
Now depends on the Keep instead of the Fort. Takes 4 years to complete.
Royal Courts
Will be unavailable to the Othodox factions whom of which make no use of them. Will no longer depend on the Royal Palace.
Iron Mine
Uses the Iron resource found in many provinces for mining. Iron has been added to some extra provinces.
Metalsmith+
Dependency Change: IRON_MINE
The last Metalsmith upgrade depends on the Iron Mine Complex
Forester+
Uses the forest resource found in many provinces to provide income. Forest has been added to many provinces.
Era Starting Positions
Some units and buildings removed from the starting position files, most notably Peasants and Inns. Sicilian Barque ships corrected to Dromons. Round Shield Spearmen and Spearmen mix up corrected.
Georgia and Armenia removed from Byzantine control for all eras. Provinces now rebel.
Byzantine Units removed from Lesser Armenia and Georgia - all eras
Non Byzantine Units placed in Lesser Armenia and Georgia - all eras
Spoiler Alert, click show to read:
Early
Georgia
1 unit of Alan Mercenary Cavalry
2 units of Spearmen
1 unit of Archers
Lesser Armenia
1 unit of Armenian Heavy Cavalry
1 unit of Urban Militia
1 unit of Archers
1 unit of Armoured Spearmen
High
Georgia
2 units of Alan Mercenary Cavalry
1 unit of Armoured Spearmen
2 units of Archers
Lesser Armenia
2 units of Armenian Heavy Cavalry
1 unit of Horse Archers
2 units of Archers
1 unit of Armoured Spearmen
Late
Georgia
2 units of Alan Mercenary Cavalry
1 unit of Khwarazmian Cavalry
1 unit of Horse Archers
Lesser Armenia
2 units of Armenian Heavy Cavalry
2 units of Horse Archers
2 units of Crossbowmen
1 unit of Armoured Spearmen
Note: I split this off from the original New valour bonus regions thread. Given that it spurred Caravel to try his hand at making a mod for MTW/VI, I decided it was probably a good idea to give the project its own thread. (Unfortunately, however, I was for some reason unable to move any of the rest of the thread over here to join it. ) Carry on!
IMPORTANT: This is a beta version, and is not guaranteed to be fault free. We, the Pocket Mod "team", need some beta testers to give this thing a trial run and see how it is shaping up.
Errors need to be reported ASAP. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.
I am about to modify the summary to include a description of the mod, which as yet we don't have.
Some piously affirm: "The truth is such and such. I know! I see!"
And hold that everything depends upon having the “right” religion.
But when one really knows, one has no need of religion. - Mahavyuha Sutra
Yeoman Cavalry is missing files, these files are by folder:
ActionPage,
YeomanCavalry.txt
(contains the coordinates of movement sprites)
MAILHCAV,
YeomanCavalry_W.txt
(contains the weapon number relating to both the "Items" folder and the weapon number in the "Weapons.txt" found in the "MAILHCAV" folder)
YeomanCavalry_S.txt
(contains the shield number relating to both the "Items" folder and the shield number in the "Shields.txt" found in the "MAILHCAV" folder)
Items,
Missing folders for the appropriate weapons# and shields# folders
(contains the coordinates of sprites)
Some piously affirm: "The truth is such and such. I know! I see!"
And hold that everything depends upon having the “right” religion.
But when one really knows, one has no need of religion. - Mahavyuha Sutra
Some piously affirm: "The truth is such and such. I know! I see!"
And hold that everything depends upon having the “right” religion.
But when one really knows, one has no need of religion. - Mahavyuha Sutra
Those files have been left out in error. I'll add those later thanks! (I knew there was something!)
There will probably be a few more problems. The Harem woman's info pic file looking a bit greenish I know about. That is a temporary file until I can get a new one sorted. There is at present only one portrait for the unit also.
I'm at work now, hopefully finishing early if Mr Scrooge is feeling benevolent, so it will be a few hours before the update is out.
Some piously affirm: "The truth is such and such. I know! I see!"
And hold that everything depends upon having the “right” religion.
But when one really knows, one has no need of religion. - Mahavyuha Sutra
Some piously affirm: "The truth is such and such. I know! I see!"
And hold that everything depends upon having the “right” religion.
But when one really knows, one has no need of religion. - Mahavyuha Sutra
I think I know why they're there. When I went on the initial peasant replacing spree I may have overlooked them or thought "french, square". Those will be fixed.
Originally Posted by Rythmic
EDIT: Just a suggestion, can you make Lithuanian Cavalry a) easier to produce or b) better in general. They are pretty useless as is.
Lithuanian Cavalry are one of those units that I never bother with, such as Swabian Swordsmen. I'll get onto them once I've fixed those other problems. Good thinking.
The MTW Pocket Mod v1.0.1-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a beta version, and is not guaranteed to be fault free.
1) Fixed square shield spearmen in Anjou and Normandy
2) Militia Cavalry now actually work
Errors need to be reported ASAP. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.
I thought I d installed it (MTW VI Gold Edition patched up to 2.1) but nothing has actually happened to the game. EG no fully functional Sahara region.
In the Program Files theres a folder labelled Total War in the Creative Assembly file.
A single leaf falls,
then suddenly another,
stolen by the breeze
Some piously affirm: "The truth is such and such. I know! I see!"
And hold that everything depends upon having the “right” religion.
But when one really knows, one has no need of religion. - Mahavyuha Sutra
I've just been playing through part of an an early/hard/french campaign up till about 1150. A few things I've noticed so far:
Problems:
The valour bonus regions for Toulouse and Castile are missing.
There are alot of Royal Knight units hanging around in the high startpos file especially. These need to be found and changed back to Knights ("FeudalKnights").
Iron mine building influence may need changing to encourage it to be built as a prerequisite to the metalsmith
Observations:
The AI is building the Foresters and their upgrades and deriving some considerable income from them.
Shipping appears to be working better. I was struggling against Byzantine fleets which just kept reappearing. The ability to train a 1 year ship makes all the difference.
Siege equipment needs looking at. It is stupid that a lump of wood that shoots rocks should take so long to build. I'm favouring 1 year training periods for all siege equipment, except gunpowder pieces which would take 2 years.
Some more of the elite units such as JHI should take longer to train. There is no way you'd have these types of units ready for action in 1 year.
Been playing The Byz now and forgot how much fun they can be in Early.
Playing Normal setting.
The changes are all helpful: ships and ports taking less time really adds a certain dynamism to the game, reducing that feeling of lag while waiting for construction.
Also reducing building unit capability is a good thing-this was a strength in the Med Mod. Something about it really hones your tactical awareness at campaign level.
The Kata unit seemed changed-did you reduce their number? They were much more manouevrable, taking away their tanklike overpower.
No probelms so far...remember Im just playing as a normal Joe with little technical experience; however the feel of the mod is good.
A single leaf falls,
then suddenly another,
stolen by the breeze
The changes are all helpful: ships and ports taking less time really adds a certain dynamism to the game, reducing that feeling of lag while waiting for construction.
I know what you mean. I got rather sick of waiting for ship building. Also every game ended up with my ships in every sea and the AI having no ships at all.
Originally Posted by Tony Furze
Also reducing building unit capability is a good thing-this was a strength in the Med Mod. Something about it really hones your tactical awareness at campaign level.
Originally Posted by Tony Furze
The Kata unit seemed changed-did you reduce their number? They were much more manouevrable, taking away their tanklike overpower.
Their number is reduced, but I'm still having problems with those Kataphraktoi princes. In the last campaign the Byz were expanding in all directions. The addition of the armoured spearmen has made up for the smaller Kataphraktoi units. Also it is not those units themselves that are the real power, it is the valour those 7/8/9 star generals give to their armies.
Originally Posted by Tony Furze
No probelms so far...remember Im just playing as a normal Joe with little technical experience; however the feel of the mod is good.
The mod will almost certainly need further changes. Any and all suggestions are welcome. Let me know how your campaigns are going.
Nice to see the new Viking names in the VI campaign-adds a certain flavour.
Im tussling with the Sicilians in the Byz campaign.The ship battles are quite frenetic now-good, though.
The Sicilians keep swapping from Neutral to Aggressive, attacking my navy then Neutral just when Im prepared to attack one of their islands.Then back to aggressive in the blink of an eye.
A single leaf falls,
then suddenly another,
stolen by the breeze
Nice to see the new Viking names in the VI campaign-adds a certain flavour.
Im tussling with the Sicilians in the Byz campaign.The ship battles are quite frenetic now-good, though.
The Sicilians keep swapping from Neutral to Aggressive, attacking my navy then Neutral just when Im prepared to attack one of their islands.Then back to aggressive in the blink of an eye.
Well through a combination of a dodgy graphics card, a rotten cold and all of the christmas hullabaloo, I've not played much MTW for a few days. The last campaign I was on, the French, was going superbly despite degenerating into an all out war against the Byzantine and all of the the Muslim factions (that was down to a crusade that went on a kind of "tour"). At that point it crashed and i hadn't saved for a while so I gave up. It seems to be worknig ok, so far though. Hopefully there'll be more feedback next year.
Nothing major, the Harem Woman needs a blurb for her Assassination thing. Its found in the Events.txt file, simply copy the princess blurb and rename the identifier as Harem Women and it should work.
Also the first Harem building needs a little work to remove the black spots, nothing major at all.
Some piously affirm: "The truth is such and such. I know! I see!"
And hold that everything depends upon having the “right” religion.
But when one really knows, one has no need of religion. - Mahavyuha Sutra
The MTW Pocket Mod v1.0.2-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a beta version, and is not guaranteed to be fault free.
1) Fixed Royal Knight units appearing in place of Knights in all periods.
2) Lithuanian Cavalry now only require an Armourer's Workshop and Horsebreeder's Guild. Stat changes will be experimented with in a later release.
3) Black spots should be removed from Harem buildings.
4) The Harem Woman assassination text should be fixed.
5) Valour bonues for Castile and Toulouse fixed. The Toulouse bonus for Chivalric Knights has been paired with Ile de France. This needs testing. The Toulouse bonus doesn't appear on the map but it is there. If it fails to work it will be removed.
6) The directory structure has been altered. You should now copy the installer to the "total war" folder, or the root folder if the "total war" folder does not exist and extract it there. The installer will overwrite files in the "Medieval - Total War" folder. If you've called the folder something else, this won't occur. In this case you should extract first and copy the files later.
Errors need to be reported ASAP. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.
The MTW Pocket Mod v1.0.3-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
1) Trade goods values halved
2) Crossbow and Arbalest units reassigned (see summary for details)
3) Nubian Spearmen now have throwing spears (javelins) and are only trainable by the Fatimids, Ayyubids and Mamluks in Cyrenacia, Egypt and Sinai.
4) Al-Muwahhidun Infantry are now a full spear unit (100 men on the normal unit size, 166 on the large unit size and 200 on the Huge unit size)
5) Byzantine Infantry reduced to normal sized sword infantry units (60 men on the normal unit size, 100 on the large unit size and 120 on the Huge unit size)
6) Abyssinian Guards only trainable in Egypt and Arabia.
Errors need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.
The MTW Pocket Mod v1.0.4-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
1) Arab Infantry restricted to Egypt, Sinai, Arabia, Palestine, Syria, Tripoli, Antioch, Edessa.
2) Andalusian Infantry now require an Armourers' Workshop and Swordsmiths' Workshop.
3) Rhodes no longer under Byzantine Control during the high and late eras.
4) Rebel garissons in Trebizond and Greece increased during the high era.
5) Rebel garisson and infrastucture in Rhodes significantly boosted in the late era.
6) Installer fixed. To install, copy the installtion file to "C:\Total War\Medieval Total War\" and install to that location.
Errors need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.
The MTW Pocket Mod v1.0.5-beta has been released. Please install this version over the previous version.
IMPORTANT: This is a BETA version, and is not guaranteed to be fault free.
1) Ottoman Sipahi stats improved as follows:
Training cost 300 florins
Elite
Disciplined
Armed with bows
Dismount to Ottoman Infantry
Charge +2 (6)
Melee +1 (3)
Defence +0 (3)
Armour +0 (4)
Honour +2 (4)
2) Sipahi of the Porte stats improved as follows:
Dismount to Ottoman Infantry
Charge +2 (6)
Melee +0 (3)
Defence +0 (6)
Armour +0 (7)
Honour +0 (6)
3) The Following Landbridges reconnected to prevent isolation and prevent all crusades being routed via Asia Minor:
Granada/Morocco
Cordoba/Morocco
Sardinia/Corsica
Sicily/Naples
4) Mix up of faction district names fixed. This appeared only in offers of marriage from the AI Minor factions (vanilla bug).
5) Marinids no longer control Algeria and Tunisia in the Late Era. This is considered Hafsid and Ziyanid land, in the campaign - rebel.
Errors need to be reported ASAP please. For example if a file is missing or there is a crash mid game I'll need to know about that so that I can get a fix released.
Note: This will be the last release for a while. I am taking a break from this mode for a few weeks, or until I get some more inspiration.
Bookmarks