My 32 hour struggle to pump out the best update I possibly could has reached its conclusion, everything seems to be working.... But of course, my lengthy tests on the subject start tonight.
Of course, there WAS a four day public testing period of this mod before the start of this thread, so many of the issues with this update should have already been found at this point. However, I will be waiting until Friday before I update the steam workshop version, for fear of an automatic update breaking someones saves (I have had it happen to me back in the Rome II era, it sucked.)
The Zip of this current version can be found on this very forum....
Here: Tuskmod_1.5.Mightjustbeyoutubereadyversion.2.zip
New tweaks and features to this version:
- General melee defense buff among axe infantry.
- Limitanei have been made exciting.
- Infantry deceleration has been tweaked to cause infantry units to compress on the charge, and deliver a small amount of impact damage to one another. This makes charges a biiit stronger now, especially with light units that happen to be charging in a deep formation. At the same time, light units in a spaghetti formation are going to be more vulnerable then one would normally expect.
- Fixed several mechanics that had stray values that were far too high for them to serve a tactical purpose, reducing the potential for cheese, and increasing the likelyhood of hard fought battles.
- Increased the AI's radius for what seems to be where it makes advanced tactical calculations in battles. The effects will be subtle, but in general, the AI should have a higher rate of at least successfully charging your units, instead of walking into combat.
- Massive amounts of unit obsoletion has been broken for the factions that need it most, all for the purpose of allowing for more interesting turn one rosters, which should once and for all, More details Here.
- Levy units have had maintenance cost reductions, to allow for the player to maintain cannonfodder armies late into the game.
- Increased the speed of Siege Escalation, but reduced the accuracy of artillery.
- Updated the Dynamic Garrisons mod to support the empires of the sands DLC. (This has updated to the steam workshop version.)
- Fewer spies are available, but more priests are!
New to 1.5.1:
- Redid parts of the early game Arabic recruitment scheme. Holding a minor settlement is now much more valuable early on.
New to 1.5.2
- Temporarily Rolled Back the AI.
- Fixed an issue where the Lahkmids were getting far, far too many garrisons.
- Updated Persian recruitment scheme to reflect changes to Lahkmid garrison scheme.
Issues with the current version:
- Currently not compatible with the Last Roman DLC. I will likely make a very simple submod to restore basic compatibility... But I find the actual structure of the Last Roman campaign to be very uninspiring for what should have been a very epic campaign.
- The Stealth version of Don't Lie To Me Game is going to overwrite the custom UI explaining tuskmods mechanics.
Now.
This update is the first in what is hopefully a long and happy line of Tuskmod increasing its dedication to the grand campaign of Attila.
Installation instruction:
1. Download the Zip.
2. Drop its files into your data directory.
3. Enable them in the modloader. (You may need to check "Enable Obsolete mods.")
4. Enjoy.