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@Rural Duck It is save game compatible
@WEIRDELVIS it should work online since it is client side, however I recommend both party use it to avoid issues when playing coop
- fixed playlist loop in battle, now all 15 battle music of a specific culture will play without repetition
Oh my goodness, I’m absolutely blown away by this! Are you using Tollski's audio tool for this project? Did you get to decide where each track is placed in the game? We’re considering revamping the music for 1212 AD, and I might take the lead on that since no one is working on it right now, but I’d definitely need help from someone with your expertise! Once again, amazing work – the OST, the execution, everything is fantastic! Well done! Reach out to me if you're willing to help and have time, It would be muchly appreciated! 🙂
-Unique Music to Each Culture: Tailor music to reflect the unique atmosphere and identity of each culture, ensuring it is both distinct and culturally authentic. Each culture features 15 battle tracks, 15 campaign tracks, and 7 marching tracks, contributing to a total of 165 soundtracks in-game.
-Eastern Culture: mystical and exotic rhythms
-Barbarian Culture: chaotic and raw energy
-Greek Culture: Self dramatic and heroic orchestration.
-Roman Culture: Self militaristic and triumphant themes.
There is particular one track, in the campaign, it is like a calm choir-music, where in the main chours it rises to sound almost like some WW2-Soviet Union-campaign music or sth, its really epic! Anyone know the name/source of this track? ^^
-Removed the 26% chance of silent tracks playing in the campaign. Ambient music will now play first, followed by the silent track, and then return to ambient music.
-Modified Alonne's Theme and Replaced Vordt of the Boreal Valley Phase I with Gael's Theme Phase I and Iudex Gundyr for the Pre-Battle sequence. This change was made to provide a smoother music build-up and avoid immersion-breaking transitions.
@BucleCT If I learn how on other Total War, might as well give it a shot. Thank you!
- The music when attacked or attacking is drastically and dramatically different than the more somber campaign map tracks which can sometimes be a little immersion breaking (maybe that was intended but if you'll take the suggestion, I think it'd be better to have a build to the big drop rather than starting at it).
- I've noticed that if I choose to auto-resolve the battle the music completely stops after I do and will stay silent until the start of my next turn (or I can go into another battle and play it, during and after which the tracks will resume playing).
Can tell you worked hard on the mod friend, great job!