A Total War Saga: Thrones of Britannia

A Total War Saga: Thrones of Britannia

Shieldwall Overhaul: + THE POPULATION UPDATE
DrunkFlamingo  [developer] 14 Jan, 2020 @ 3:17pm
Shieldwall Update #1
Thanks for everyone's patience and feedback on the mod so far. Thrones doesn't have the most players, but we're very happy with the number of people expressing their enjoyment of our work, and very grateful for all the detailed feedback on the mod. We're working away on a major update; some weeks quickly and others very slowly, but rest assured we all intend to keep supporting this mod with content and improvements. We want to keep future content to the same standard of design, challenging ourselves to make the best experience we can within the Thrones engine, so we're working at our own pace to iterate on what didn't work from our release and initial update.

To give some background on our coming update, it consists, so far, largely of heavy reworks to existing systems. Some of this is fully internal -we're running on 100% new Lua code in our test versions- but many of it comes with bugfixes and improvements to each mechanic that you will actually get to see. Sadly, this also means manually re-implementing lots of things that were already working to keep them up to standard. I won't get into any technical details, but the big reason behind the rewrites is to make it easier to add mechanics and connect them to existing ones without turning the code into a mess. It took a lot of work to reimplement everything we wanted, and it isn't quite done, but it will be much easier to maintain and expand upon the mod without breaking anything once its all done.

During this process, we decided not to lock any factions, but we will probably be disabling some of the faction mechanics for the Welsh, Gaels and Sea Kings to allow us to get the update out of the door faster. We intend to either adjust or replace all of these mechanics anyway in time, so re-implementing them as they were in vanilla would be wasted work. This, however, will leave the factions playable, and we're hoping to create a series of smaller updates touching up these already playable factions while giving our content team lots of time to start on the next faction. And don't worry about Slaves, they happened to fit into what we were working on, so they'll be staying.

Ceasar has already teased some great work on the military technology trees. These have been under development for quite a while and are a big area we've received feedback on the mod, so we're going to be introducing these trees for every single faction. We took heavy inspiration from the pacing that Shogun 2 achieved with its units, and are focusing on giving armies a clear progression and making techs important without locking the majority of your options for a majority of the game and stifling army diversity. To support that, we're also working on some new lategame exclusive units.

In Shieldwall's original release, we cut unit upgrades entirely because we wanted to focus on giving each faction a distinctive core roster, and we felt that the unit upgrades in vanilla added little to that goal. We won't be returning an upgrade to every single unit, but we will be introducing some lategame variants to rosters over coming updates. Some of these will be new units to unlock, while others will upgrade existing parts of the roster. We will use these to reflect the changing tactics of warfare as the Saxons adapted to the strengths of the Vikings and adopted many of their techniques. We'll be adding these alongside updates as we go, with Saxons and the GVA being the first to recieve them.

We've also completely redone how population works. While still fundamentally sourced from your owned regions, manpower is now a resource appearing on the top of the screen and which you will directly interact with during recruitment. A big area we got feedback on was regarding making population easier to understand and use. DETrooper, a brilliant UI modder who brought tons of unique mechanics to the MK1212 mod, helped out providing hex editing that has enabled us to produce much better custom UI elements than we could previously. You can preview the new population UI for recruitment here: https://www.youtube.com/watch?v=wNpBbSGKDUM&feature=youtu.be to get an idea of how the user experience has changed.

As you can see, population is now listed as a faction resource, and the population cost of every unit is displayed clearly alongside its gold cost on the recruitment card. Further, all pending population costs are now tallied on the recruitment panel, making it easier to manage your manpower. Manpower is immediately subtracted from your faction when recruitment occurs, and you won't be able to recruit if you don't have the men to do so.

We're still working heavily on the campaign, and we're getting further down the overambitious checklist we built for ourselves. We'll be posting a couple more updates before release as we finish work on foreign warriors, viking raiders, and new historical events.

Last edited by DrunkFlamingo; 14 Jan, 2020 @ 4:05pm
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Showing 1-11 of 11 comments
LVTW 14 Jan, 2020 @ 4:17pm 
keep up the great work team!
Zevin 14 Jan, 2020 @ 7:57pm 
Fantastic work, I eagerly await the update. I have never checked back this often on a mod ever. I am a fan of the total war series since the first Shogun total war. To top that off I am not even particularly interested in history of the British isles or the viking invasions. I only say that to illustrate how how great i think this mod is. It singly handedly has made me for more interested in this time period. Really fantastic work. It's a shame Thrones doesn't have a larger following. So thank you again for your hard work and contribution to the Total War community. I will continue to advocate people buy this game if they skipped over thrones specifically to play this mod.
HappyTeddyBear 20 Jan, 2020 @ 4:36am 
Amazing! Keep it up! If you need more time, just take more time. You guys have lives too!
Last edited by HappyTeddyBear; 20 Jan, 2020 @ 4:36am
Sir Master D 24 Jan, 2020 @ 6:42am 
Thank you all for the great work
Last edited by Sir Master D; 24 Jan, 2020 @ 6:42am
Shogun96 25 Jan, 2020 @ 3:20pm 
Nice work! Thank you for keeping us updated, I'll be starting a new campaign whenever you release the update! :))
Fantastic work!
I'm late to the thrones party, but with this mod I find that it satisfy something other total war games does not, I cant seem to place my finger on exactly what that is, but I find myself only wanting to return to this one for my historical needs.
I am really enjoying it.

Question/thought on the population changes;
Vikings sought wealth as one of their reasons for raiding britannia, and a soldier who spent years doing just that would often be buried with much of that wealth, spears, chainmail, perhaps even a sword.
- As an army gaining wealth through victories, would it be possible for the pesantry/low wealth soldiers to acquire wealth and become "higher tier" (?) equipped with chainmail and proper equipment? just a thought.

That way there is an incentive to keep veteran units.
TheSnowFox Jr. 2 Feb, 2020 @ 11:46am 
I really enjoy your work so far! Thrones is like a trouble child: it may appear rough and unppealing to many, but the people here see it's charm, and with your tender care, it just might truly rival the greater total wars one day!
ShadowDoctrine 6 Feb, 2020 @ 7:53pm 
trouble child is subjective, I quite enjoyed the new mechanics of the vanilla ToB.. I know lots disagree but it's kept me interested in the series as a whole.. despite the newer warhammer titles ruining my excitement for TW releases.. I know there are modders like these guys around that will satisfy my realism cravings. I'm really enjoying shieldwall so far and like these other guys have stated, I'm eagerly looking forward to the future of the mod I'm a strat clut fanatic at heart (family ties and all that), cant wait to see what you guys have in store for the Old North xD
Sluggs 15 Apr, 2020 @ 3:32pm 
Thanks you for putting in the work and know that it's greatly appreciated. This mod enhances the potential in this somewhat overlooked title that has such great potential. Thank you.
Last edited by Sluggs; 15 Apr, 2020 @ 3:33pm
Raxk'el 22 May, 2020 @ 12:41pm 
Thank you so much for doing all the historical research and coding work for this mod. You have inspired me to come back to this game and re-install it. This is one of my favorite times and places in world history -- I am obliged to you for giving it new life. Diolch yn fawr!
Trenchfoot 23 May, 2020 @ 1:13am 
Keep up the great work, really appreciate this mod.
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