Kohan II: Kings of War

Kohan II: Kings of War

Arcane Wars 0.8 development
Hello everyone,
in last month I've managed to start run some AI battles to observe if things in mod works as they are supposed so and started to work with templates again. Not sure if my situation allows me to finish and release 0.8 version, but work is in progress again. So here are few news about state of mod:

For now I've managed to create working templates for bombard spells that were needed to get abilities of elite militia and their support to work if wall aren't breached, some units still need adjustments in behavior to use abbilities and attacks proberly, but it seems that it solved problems with militia.

Basic visuals for faction/nation sovereign citadels are finished, some of them still need adjustments in textures and Human citadels will still require some adjustments, creating recognisable visuals for four nationalities with in-game models that wont look repetetive or odd is bit problematic.
While checking on building templates for settlements I've also managed to create template for randomly generated tech buildings with small wall diameter. For now they are reserved for stronger tech and units added in Arcane wars, their number can be adjusted in random map generator in same manner as normal tech buildings. Some adjustments to RMC template are needed as map is sometimes not verified and need to be recreated, otherwise it looks like it works fine.

I've also managed to finish experimental version of "airfield" used in AA game, hoped to adapt it for land based attacks, but for now it looks like it won't be possible, it may be useful for some special militia or map events, number of "flyer" models is unfortunately limited in Kohan 2 so it probably wont be much. Last thing I'm trying to adapt from AA templates is tower with turret and performance component, they can be used to create new forms of defences and potentially for random map events if usable models will be available for them(i.e. combat towers and buildings, objects that cast blessing or curse on company, give temporary boost or handicap to kingdom, etc.)

Mod still needs editing and changes in properties to place units according to new sovereign citadels, finish basic system for global powers and powers itself, so not sure how much time it will take. Depending on free time there may be test version with working skirmish/multiplayer in month or two, release version with working campaign will take longer.

As there are players that apparently played Arcane Wars, I would like to ask them for feedback about my mod as there is still space to change lot of things in game system, rules and how will mod work in end.
If there are players that will be willing to test mod, they are of course welcome, AI battles and singleplayer skirmish, can give me only limited knowledge about bugs or balance issues.
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Showing 1-15 of 23 comments
Gestalt 16 Jul, 2021 @ 10:55pm 
Hey,

I wish there would be an easy way to show you my Kohan file directory. It has been a while since I last played K2 however Arcane wars was the only way to play it unless I want some campaign action.

I am so happy to see you reawaken this mod. Best of luck, sir!
Darquan Mortis 17 Jul, 2021 @ 11:57am 
Glad you've enjoyed playing my mod Gestalt. There was something wrong with campaign in 0.7 version? Thought that I've managed to fix it and add some things from AW corrrectly including cutscenes. If you have any feedback about mod I would like to read it.

Thanks, so far work on mod goes quiet well, already added components for tower in mod and tested it on two structures that can now use combat spells along with militia to defend it. Depending on time I can start to work on global powers, remove old sovereign citadels and sort units and tech by new properties, after that there may be playable version for testing.
Gestalt 17 Jul, 2021 @ 12:22pm 
It is hard to remember, however I recall that in order to bypass a bug, I was doing the campaign in a vanilla state. But don't count on me for that :).

I am eagerly waiting for you next chapter. Guess you will write here whenever you finish or upload to awakening site?
Darquan Mortis 17 Jul, 2021 @ 12:54pm 
Sorry to read that, campaign needs to be fixed again so maybe in future and with new features from AW.
I have to register to "new" Awakening site yet, was registered on old site and account doesn't work for new one. For now I've released few screenshots with new citadels here, but it looks like they went mostly unnoticed, not sure if to spam with more screens.

I'll try to respond here and for sure let players know if there will be version to release.
Gestalt 4 Aug, 2021 @ 12:01pm 
Hope all is going well, even if it is at a steady/slow pace. Wish we could have some news in near future:).
Darquan Mortis 4 Aug, 2021 @ 1:56pm 
Originally posted by Gestalt:
Hope all is going well, even if it is at a steady/slow pace. Wish we could have some news in near future:).

Hello Gestalt,
so far work goes quiet well, old nation sovereign citadels are removed and replaced with Faction/nation sovereign citadels, already managed to fully implement resources for Global Powers from AA(Axis 'n' Allies) so there is already 18 faction global powers with usable effects.
Also started experimenting with NIFSkope 3D editor, managed to fix orientation of corners in human settlement and as by product of learning position/orientation changes of objects, human and haroun settlements and walled structures now have lanterns on wall perimeter. Unfortunatelly editor is able to open only part of .nif files from Kohan, so not sure how much I can do with it.
Still need to make some adjustments, prepare few more global powers, rearange and check units, version ready for playtest should be ready in two or three weeks.

P.S.: I've also joined Martial Doctor's discord channel with Kohan2 group Art of War, which is partly reason why work on mod continue quiecker as few players shown interest to play it, I've noticed your nickname in member list there too, but so far didn't seen you online.
Gestalt 5 Aug, 2021 @ 11:01am 
Hey,

Good to hear the news!!! I am thrilled for the next chapter for this mod. I am not much of a multi person,however I'll for sure try it on both campaigns and against ai.

For the discord; I will follow you there. I am not an active discorder but I try to read recent messages of the groups for my favorite games. I included Art of War to that list.

Darquan Mortis 9 Aug, 2021 @ 9:42am 
Originally posted by Gestalt:
Hey,

Good to hear the news!!! I am thrilled for the next chapter for this mod. I am not much of a multi person,however I'll for sure try it on both campaigns and against ai.

For the discord; I will follow you there. I am not an active discorder but I try to read recent messages of the groups for my favorite games. I included Art of War to that list.

No problem, I usualy have discord running to react if something is going on. I've experimented with NIFSkope bit more and lights are now added to all normal settlements for Gauri, Haroun, Human and provisional lights for Undead. Need to find some suiltable light effect for Drauga too, not sure if I'll be adding any lights to Shadow settlements.

In Discord group Art of War are posted some screenshots of new visuals, will try to upload some on Steam too.

Will post more news when get reorganisation done, have prepared ideas for some custom global spells like Glacial Comet, Blinding Light, Veil of darkness, so hope to be able to implement them in mod. Also got idea for new Drauga kingdom structure Marauders Camp so will try to make it work too.
Not sure if there will be playable campaign in test version of 0.8 trying more to finish content of mod for players for test it, fixing campaign will take some time and need to edit SAI first so it can use global spells then restrict them in campaign as needed if possible.
Darquan Mortis 16 Aug, 2021 @ 5:38pm 
Took me some time, but managed to upload more screens from work on 0.8 version, feel free to check them out, don't forget to change gallery filter to newest screens, steam often show them by popularity.

Works on test version continue bit slower then expected, probably will be stuck with Global Spells for next week, will see how long will take unit reorganisation.
Gestalt 16 Aug, 2021 @ 11:38pm 
Thanks for the update:) I have been following via discord after you last said you are active there and actually saw them. I dont know how these global powers end up or work; cant guess whether they will be op or not. But can't wait to see them.

However I am more of variety guy. What i am waiting much more is; In arcane wars, you added a lot of kohans and new units. This opened up new combinations and such. Probably in this new update you polished this system more or even added new units!!! This, I can't wait:)))

Darquan Mortis 17 Aug, 2021 @ 2:20pm 
Originally posted by Gestalt:
Thanks for the update:) I have been following via discord after you last said you are active there and actually saw them. I dont know how these global powers end up or work; cant guess whether they will be op or not. But can't wait to see them.

However I am more of variety guy. What i am waiting much more is; In arcane wars, you added a lot of kohans and new units. This opened up new combinations and such. Probably in this new update you polished this system more or even added new units!!! This, I can't wait:)))

Noticed now, that you "liked" one of images on Discord, screens on Steam are newer version, in group screens still shows spells with visual bug I've didn't noticed at first, game visualised effect for each unit hit, now it properly shows each effect once, so it won't burn your eyes out.. For now I'll go just with Faction Global Spells and leave rest of power for future after I'll have time to experiment with them more and have feedback about how players like spells. Some of them will be OP in first version for sure, still can be limited by long recharge time for strongest spells, effects of some should be possible to counter with others.. there should be some fun with them in game one way or another :)

There are sone new units already, like frontline Archers/Summoners for royalist nations and for sure will have to add some units for Gauri(they are bit problematic without magic), will know more when I actually get to units, variety should be increased especialy for flank units in contrast to 0.7. Some units will be added in future after I learn more about NIFSkope, if possible want to create special cavalry units like mounted mages and priests, don't have time for it now, or test version of 0.8 will be delayed at least for month if I have time to work on mod, global spells and toying vith visuals sidetracked me and already delayed preparation of test version.
PrivatePikeman 4 Sep, 2021 @ 10:33pm 
Where can i download version 0.8 ?
Gestalt 5 Sep, 2021 @ 2:29am 
It's not released yet. You can trace Darquan's work through discord However I am sure he will post it here when it is done and he is really close to release it.
Darquan Mortis 19 Sep, 2021 @ 12:51pm 
Hello everyone, I usually post updates about mod in Art of War group on Discord, for Steam players that are not in group some news about progress.
First version of global powers/spells are finished, for now there is 17 powers in total some generic availalble to each faction, few powers for good/evil sides with rest unique to each faction, each faction have 7 powers for now, hope that it'll be enough for start.
Finished provisional models for remaining faction/nation sovereign citadels(uploaded two images to steam too if you want to check them).
Unfortunately due to personnal issues won't have time for now to create new system for full units reorganisation, so for now units are organised with system used for 0.7 version and reorganised only to better represent system that will be used in 0.8 version.
For that reason upcomming version will be released as Arcane Wars 0.78. Mod should be released during next week, will post here when it happens.
LWW 29 Sep, 2021 @ 6:40am 
Originally posted by Darquan Mortis:
Hello everyone, I usually post updates about mod in Art of War group on Discord, for Steam players that are not in group some news about progress.
First version of global powers/spells are finished, for now there is 17 powers in total some generic availalble to each faction, few powers for good/evil sides with rest unique to each faction, each faction have 7 powers for now, hope that it'll be enough for start.
Finished provisional models for remaining faction/nation sovereign citadels(uploaded two images to steam too if you want to check them).
Unfortunately due to personnal issues won't have time for now to create new system for full units reorganisation, so for now units are organised with system used for 0.7 version and reorganised only to better represent system that will be used in 0.8 version.
For that reason upcomming version will be released as Arcane Wars 0.78. Mod should be released during next week, will post here when it happens.
KEEP UP THE GOOD WORK
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Date Posted: 16 Jul, 2021 @ 2:40pm
Posts: 23