Mr. Do
Jul 02, 2005, 01:55 PM
Okay guys (And girls, cos I'm sure there are LOTS of chicks waiting for this ;) ), I have officially begun work on WH Mod 2.1. My estimated release date is July 31st, cos that's when I'm moving home!
Here's an overview of what you can expect when I'm done:
-Pretty much everything from WH Mod 2.03 which only a few of us will have seen.
Changes in 2.03
- civilopedia updates
- new goody huts by aaglo
- corruption setting of Monarchy changed to problematic; note that it can be decreased by Gallows which is not possible with Despotism
- changes to Chaos Warrior, Wolfhound, Dire Wolves, Greater Daemon, Man O'War, Pirate Galley (now Araby only)
- new animations for Venator, Knight Panther, Giant Spider, Ironclad and Greatsword
- new units: Steam Tiger, Ship-of-the-Line, Elven Boat, Forest Spider, Black Widow, Slave Warrior, Nehekharan Spearman, Nehekharan Swordsman, Nehekharan Archer, Halberdier, Ushabti, Wandering Master
- new improvement: Joust Arena (Brettonia only)
- new wonders: Su Lim Monastery, Mount Arachnos, Imperial Explorer, Treasure House
- changes to Slave Market (+50% production, higher upkeep), Arena (higher upkeep), Gallows (cheaper, corruption decrease instead of happy faces), Castle (stealth attack barrier instead of corruption decrease), Alchemists' Guild (requirements, expires with Chemistry, cheaper), Vaul's Anvil (expires with Coal), Grand Cathedral (more happy faces), Wind Mastery (requirements), Navigation School (requirements), artifacts (cost)
- Diplomacy and Alchemy are now required for the 2nd era advancement
- Disease disabling effect moved from Medicine to Pharmacy (new 2nd era tech)
- Buccaneer and Pirate Ship moved to Piracy (new 4th era tech)
- Ghal-Maraz moved to Conservation (new 4th era tech)
- several splash and tech icon replacements
Version 2.1
-New complete Chaos Dwarf Civilization (Hopefully with a new leaderhead)
-Around 50 new units across numerous civilizations, plus a couple of dozen re-done units. This will include a pair of Skaven units as Barbarians.
-New resources: Beastmen and Ogres, to allow creation of appropriate units.
-Undead techs and units re-organised so that the end of the first era marks the end of the era of the living (A true Dark Age for those civs!)
-New Ogre Tech
-New Dwarvern Ingenuity tech for the two Dwarf nations. This tech makes Wizards' Guild unavailable, but instead Dwarfs alone may build "Anvil of Doom" wonder with five Windmills, which also occasionally produces a lightning bolt. Chaos Dwarfs may instead build polluting Dark Forges in cities with Windmills, and with five of these improvements may alone build the Gates of Zharr wonder (Tower of Zharr-Nagrund rebranded)
-Monotheism advance renamed to Fundamentalism
-Contact trading comes much later now
-Wood Elf-only tech "Forest Mastery" allowing "Forest Spirits" tech to be researched. This will allow production of Treemen and the construction of the wonder "Oak of Ages". Glade Guard will also be renamed to Eternal Guard and Wood Elf Archer to Glade Guard, just to confuse everyone in line with the newly release Wood Elf line :D
-High Elf unique wonder: "Thw White Tower"
-Wealth half as effective until Caravans discovered
-A couple of colour changes for the civs
Version 2.x
-Numerous stat tweaks, build costs and upgrade path modifications.
-Some units will require no upkeep (e.g. basic Goblins, Bretonnian peasant archers) so they are still viable units.
So that is that. Work is begun!
Here's an overview of what you can expect when I'm done:
-Pretty much everything from WH Mod 2.03 which only a few of us will have seen.
Changes in 2.03
- civilopedia updates
- new goody huts by aaglo
- corruption setting of Monarchy changed to problematic; note that it can be decreased by Gallows which is not possible with Despotism
- changes to Chaos Warrior, Wolfhound, Dire Wolves, Greater Daemon, Man O'War, Pirate Galley (now Araby only)
- new animations for Venator, Knight Panther, Giant Spider, Ironclad and Greatsword
- new units: Steam Tiger, Ship-of-the-Line, Elven Boat, Forest Spider, Black Widow, Slave Warrior, Nehekharan Spearman, Nehekharan Swordsman, Nehekharan Archer, Halberdier, Ushabti, Wandering Master
- new improvement: Joust Arena (Brettonia only)
- new wonders: Su Lim Monastery, Mount Arachnos, Imperial Explorer, Treasure House
- changes to Slave Market (+50% production, higher upkeep), Arena (higher upkeep), Gallows (cheaper, corruption decrease instead of happy faces), Castle (stealth attack barrier instead of corruption decrease), Alchemists' Guild (requirements, expires with Chemistry, cheaper), Vaul's Anvil (expires with Coal), Grand Cathedral (more happy faces), Wind Mastery (requirements), Navigation School (requirements), artifacts (cost)
- Diplomacy and Alchemy are now required for the 2nd era advancement
- Disease disabling effect moved from Medicine to Pharmacy (new 2nd era tech)
- Buccaneer and Pirate Ship moved to Piracy (new 4th era tech)
- Ghal-Maraz moved to Conservation (new 4th era tech)
- several splash and tech icon replacements
Version 2.1
-New complete Chaos Dwarf Civilization (Hopefully with a new leaderhead)
-Around 50 new units across numerous civilizations, plus a couple of dozen re-done units. This will include a pair of Skaven units as Barbarians.
-New resources: Beastmen and Ogres, to allow creation of appropriate units.
-Undead techs and units re-organised so that the end of the first era marks the end of the era of the living (A true Dark Age for those civs!)
-New Ogre Tech
-New Dwarvern Ingenuity tech for the two Dwarf nations. This tech makes Wizards' Guild unavailable, but instead Dwarfs alone may build "Anvil of Doom" wonder with five Windmills, which also occasionally produces a lightning bolt. Chaos Dwarfs may instead build polluting Dark Forges in cities with Windmills, and with five of these improvements may alone build the Gates of Zharr wonder (Tower of Zharr-Nagrund rebranded)
-Monotheism advance renamed to Fundamentalism
-Contact trading comes much later now
-Wood Elf-only tech "Forest Mastery" allowing "Forest Spirits" tech to be researched. This will allow production of Treemen and the construction of the wonder "Oak of Ages". Glade Guard will also be renamed to Eternal Guard and Wood Elf Archer to Glade Guard, just to confuse everyone in line with the newly release Wood Elf line :D
-High Elf unique wonder: "Thw White Tower"
-Wealth half as effective until Caravans discovered
-A couple of colour changes for the civs
Version 2.x
-Numerous stat tweaks, build costs and upgrade path modifications.
-Some units will require no upkeep (e.g. basic Goblins, Bretonnian peasant archers) so they are still viable units.
So that is that. Work is begun!