decamatus
Chieftain
- Joined
- Mar 9, 2017
- Messages
- 14
V1.0.5 Wild Essos has been released!
Hello everyone!
After a much longer than desired hiatus due to life getting in the way, I bring you the Wild Essos update!
Check it out on the Steam Workshop now and if you like the mod and can afford to throw me a bone, check out my Patreon! Patrons get access to early versions of the mod when I have time to get them together!
Check out the trailer:
Hello everyone!
After a much longer than desired hiatus due to life getting in the way, I bring you the Wild Essos update!
Check it out on the Steam Workshop now and if you like the mod and can afford to throw me a bone, check out my Patreon! Patrons get access to early versions of the mod when I have time to get them together!
Check out the trailer:
V1.0.5 Patch Notes:
New Features:
- Two new leaders representing two new civilizations;
- Mance Rayder representing the Wildlings
- Khal Drogo representing the Dothraki
- New City-States:
- The Free Cities of Essos including Braavos, Lorath, Lys, Myr, Norvos, Pentos, Qohor, Tyrosh, and Volantis along with the greatest city that ever was or will be, Qarth.
- New Map:
- Westeros Essos (Huge): This is a huge sized TSL map that contains everything from the Wall to Qarth!
- New Art:
- A few leaders have new artwork
Balance Changes:
- The maintence cost of dragons has been doubled.
Bug Fixes:
- Completely removed archaeologists. No matter what I tried the AI refused to keep a reasonable number of these on the map and it always caused issues.
@Tirrikface, this should now be a select-able option for both of the map rulesets.
@Tobywan82 and any other looking for a direct download, I'll make sure one gets added to this page before the next update as I've had quite a few people asking for this.
V1.0.4 Patch Notes:
New Features:
Bug Fixes:
- Added a new unit; the Scorpion. A late game siege unit capable of dealing massive damage to dragons and other cavalry units.
- Updated the Civics tree to include some additonal civics that were previously removed from the base game including the civics which unlock critical game mechanics like Corps and Armies, and Archeology.
- Resolved an issue the was preventing units from upgrading into their level II counterparts
- Removed the obnoxious new "Fear of Losing" agenda from the summer update from all leaders
V1.0.3 Patch Notes:
Features:
New Rulesets:
Bugfixes:
- ACoIaF Ruleset
- Restricted Tech/Civics trees
- Restricted Civilizations/City-States
- Restricted Religions (New Beliefs coming soon!)
- New Techs (More New Techs and New Civics coming soon!)
- Upgraded Medieval Units for late game military
- Alchemist unit that can be used by all players allowing everyone to use Wildfire eventually
- ACoIaF Westeros Ruleset (TSL Westeros scenario that allows you to pick leaders and play on Westeros with the ACoIaF Ruleset)
- Resolved an issue that prevented unit portraits from showing up correctly
V1.0.2 Patch Notes:
Features:
New Leaders:
Jon Snow representing House Stark
Trait: White Wolf
Unique Unit: Wildling
Agenda: Wildling Lover
Cersei Lannister representing House Lannister
Trait: Mad Queen
Unique Unit: Alchemist
Agenda: Burn Them All
Euron Greyjoy representing House Greyjoy
Trait: The Storm
Unique Unit: Iron Reaver
Agenda: Sea Reavers
New WMDs:
Wildfire - Small, low range nuke unlocked with apprenticeship, leaves fallout for 4 turns and costs 10 gold in maintenance
New Projects
Burn Them All! - Unlocks the Build Wildfire Project
Build Wildfre - Adds 1 Wildfire to the player inventory
Changes:
- Corrected some spelling errors that have been pointed out to me
Bugfixes:
- Resolved an issue that prevented Robert Baratheon from spawning in the correct location on the TSL Westeros map
- Resolved an issue that preventing some units from upgrading correctly
V1.0.1 Patch Notes:
Changes:
- Updated leaders portraits
- Made Robert and Stannis one Civ with separate leaders, this will mean that in game they will share an icon for the time being.
- Stannis decided to give his priests some red dye.
- Combined the Maps mod into the main mod, retiring the Maps mod.
- Removed dependency from all DLCs
- Changes: House Arryn unique unit Knight of the Vale has been redesigned to be more effective in and take no movement penalty from hills, nothing else has been changed.
- Pay no mind to the extra leaders or projects in the Civlopedia...
Bugfixes:
- Resolved an issue that prevented some players from founding pantheons and religions in- the Westeros TSL map.
- Resolved an issue that prevented users from using the new maps in multiplayer games.
What's Coming:
- I plan to have a scenario a month released and I'm aiming for July 30 as the release date for the War of the Five Kings scenario. I have a small leader pack coming for Sunday though and plan to release updates like that through the months inbetween scenarios.
What I'd like to see in the suggestions thread or down below:
- War of the Five Kings Random Events: I plan to make some random events akin to the Outback scenario where events from the series have a chance of occuring, what kings of things do you want to see as random events? Burning leeches and gaining faith as Stannis? Walking through fire and gaining military units as Dany?
- My next scenario after War of the Five Kings is going to be The Conquest of Daenarys, I want to know from you guys what you want to see from the Dothraki and the city-states!
V1.0.0 Release Notes:
My new Civilization VI mod, A Civ of Ice and Fire is out now on the Steam Workshop, it is a Game of Thrones themed mod for Civilization VI and includes new leaders, new city-states, new religions, new continents, and new maps!
Eventually I plan to add more leaders and civs, more maps, as well as scenarios so that you can relive your favorite moments from the series!
Before anyone asks, the dragon is not actually a dragon, but it will be eventually!
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