A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

Shieldwall Overhaul: + THE POPULATION UPDATE
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Update: 21 Aug, 2021 @ 6:38pm

Added a helper event to teach new players to prepare for winter.

Update: 21 Aug, 2021 @ 5:26pm

Hotfix for an AI related crash.

Update: 21 Aug, 2021 @ 3:42pm

The population update is here.

https://docs.google.com/document/d/11uUooP9T8XVwxtKLwl2UyGpWbMncPiU_goTuq35gXf4/edit?usp=sharing

Some highlights
- Four population types that act as recruitment resources with a fancy UI.
- An entirely new military technology tree.
- Norman, Viking Raider, and Norse invasions are fixed!
- Tons of other small changes.

Update: 27 Dec, 2019 @ 5:03pm

Version 0.6.4

We're deep into work on another major update for Shieldwall, but we figured it would be prudent to quickly fix a couple of bugs with this version.

-Fixed Northymbre Decrees not unlocking
-Fixed income rollover from library buildings

Update: 20 Aug, 2019 @ 1:52pm

Version 0.6.3

Added several new traits
Fixed bugs with bandit allegience spread.
Battle balance updates:
-- Increased accuracy of hunter units
-- Decreased unit sze of hunter units (except for Sudreyjar's who were already the correct size)
-- Rebalanced the Bernician Horsemen slightly
Made minor changes to food, estates and income effects on some buildings.
Fixed defensive tactics unlocking wedge on every single unit.
Fixed localisation for Northanhymbre general followers.

Update: 19 Aug, 2019 @ 7:24pm

Version 0.6.2

Fixed Northanhymbre being unavailable in multiplayer
Fixed some estate assignments, pending larger changes.

Update: 19 Aug, 2019 @ 4:38pm

Version 0.6.1

Fixed Old Ways dilemma not triggering
Added Pagan Trait
Added Educated Trait
Added Loyalty event for Educated Trait
Fixed population not being impacted by raiding
Fixed the nobles murdered riot event draining the peasant pop type
Fixed loyalty events happening for faction leaders
fixed corrupt and treasonous traits appearing when applying to other factions
Increased the banditry penalty for low food
Fixed Viking Ways dilemma having double effect
Fixed wrong localisation on Jorvik King trait
fixed wrong front end map for Jorvik

Update: 18 Aug, 2019 @ 4:15pm

0.6.0 - THE SAXON UPDATE
The Saxon Overhaul is mainly focused on polishing up the overarching Saxon gameplay experience. Sadly, some planned features didn't make it into this patch due to not being quite done (Hunting on estates, Man of the Hour, some new missions), but rest assured we are working to get them ready for a proper release. Also, we’ve been implementing new events, dilemmas, and mechanics for everyone else as well -- and of course, a healthy amount of bugfixes.

FEATURE HIGHLIGHTS
- All starting positions for Saxons have been revamped
- Frontend faction bonuses have been changed for the Saxons
- Implemented new starting missions for all Saxons factions
- Northleode is now a playable faction and has been renamed to “Northanhymbra”
- Northanhymbra shares some common units with the other Saxon factions but has 5 new unique units of their own
- Northumbria has been renamed to Jorvik to more closely reflect Danish spelling
- The factions in the North have been rearranged to more closely reflect the historical situation. Jorvik now has more land and vassals. Northanhymbra starts the game as a vassal to Jorvik.
- Northanhymbra has received a set of new missions and dilemmas to fill out their campaign (more will still be coming soon!)
- All Saxon decrees have been replaced by new ones
- Governors now have a heavy hand in controlling food output in a province. Food output will be at 50% until a governor is assigned, and can be increased to full output as his Governance skill increases. This will hopefully further curve the late game food bloat. This is also designed to make finding good governors more important compared to the vanilla game.
- All buildings have undergone a massive food rebalance to hopefully reduce the amount of mid to late game snowballing that occurs. Overall, the game should be slower and more deliberate.
- Peasant rebellions have been disabled and replaced by Rioting (Medieval 2 style). Low public order will result in some really nasty effects. The player can quickly end the rioting if a medium sized army enters the settlement.
- Bandit armies can pop up when province allegiance shifts towards the outlaws

VISUALS
- All Saxon units have been touched up visually, we’ve introduced new shield models for them
- Factions flags for Wessex, Mercia, East Anglia, and Northumbria have all been replaced
- Poppies have been completely removed from the battlefield (The Wicked Witch of the West will not be pleased.)
- The two handed axe gloss bug has been fixed
- Implemented better ship textures, new ship patterns for GVA and a new painted prow.

TRAIT OVERHAUL
- Most of the vanilla traits from the game have been removed. There are no longer 50+ traits floating around. Our new trait system is still in flux and will continue to improve as time goes on.
- Every character begins the game with one trait
- Overhauled many of the vanilla dilemmas and incidents to interact with our new trait system
- Fixed Oppressor trait not showing up correctly
- Fixed missing effect text on Disloyal trait
- Moved "Chuffed to bits" into the ‘Mood and Politics’ category
- Fixed missing text and icons for new effect bundles for various religious traits (Jesus Christ be praised!)
- Fixed the Old Captain custom unit banner. Also includes a few missed icon fixes for other custom flags/icons

CAMPAIGN FIXES
- A host of new political events have been added to spice up the vanilla events with more to come over the following weeks.
- New units sets are being used for Viking raiders and late game invasions. Invasions will continue to be tweaked
- All major factions have proper garrisons now. For the cultural special buildings they will have a hero unit (ex: Scotts get a hero unit at the Mountain Hall)
- Adjustment to some of the Names and Landscapes texts to make them less anachronistic to the time period
- Removed battle penalty for the raiding stance
- Further fixes and optimizations to Population Code
- Various crashes have been squashed
- Various recruitment fixes also squashed
- Added Shieldwall logo to start menu
- Fixed Gothi follower only having negative attributes
- Fixed issue of Noble wife only having negative attribute
- Restored missing effects for Souterrain buildings
- Carpenter buildings can properly be demolished
- Nerfed bonuses provided by Carpenter and St Swithum to prevent easy exploits
- Corruption changes based on fame level
- Fixes to Mercia’s Horde mechanics
- Fixed unachievable victory conditions for various factions
- Fixed Dyflin slaves giving 0 income
- Fixed monastery requiring unobtainable resources in order to build
- Fixed the temporary tech tree in some places
- Fixed unlockable units for Saxons

BATTLE CHANGES
- Aura size reduced for general, fear tactics raised.
- Added shield castle to Long Seax Warriors
- Norman Knight Entity health from 32 to 26
- Penteulu Entity health from 32 to 28
- Skirmisher Javelin damage from 9(5) to 7(5)
- Skirmisher Javelin range from 75 to 70
- All javelins calibration area from 3 to 4
- Irish dart calibration area from 2 to 3

Update: 5 Jul, 2019 @ 3:15pm

0.5.7

--fixed an issue with population bundles not being correctly removed when settlements change hands, resulting in strange behaviours.

Update: 8 Jun, 2019 @ 5:50pm

0.5.6

Hotfixed a couple things

- Fixed trait localisations not actually being in the update. Guess I forgot a pack.
- Fixed some effect bundle removal issues, I hope?