Create an account

Last Alliance: Total War Changelog

Upload: 29 Mar 2022, 17:49
Uploaded by: Aqxaro

Last Alliance: Total War Changelog

Alpha v0.3.2 (Not released yet! List in progress):

Campaign:

- New playable faction: Kingdom of Ered Luin

Units:

- Added missed melee weapon model for Khazad-dûm Heavy Crossbowmen and Repeating Crossbowmen

Alpha v0.3.0:

Campaign:

- Expanded campaign map (added Khazad-dûm, West Rhovanion, Ered Luin and two new settlements in Angmar - in total 28 new settlements, full list here)

- Improvements for campaign map terrain (better deserts, marked marshes on map)

- New playable faction: Kingdom of Khazad-dûm

- Unique technology tree for Khazad-dûm

- Unique faction effects for Khazad-dûm and Ered Luin

- Reworked factions effects for Númenorean factions

- Placeholder factions: Kingdom of Ered Luin, Kingdom of Lothlorien, Kingdom of Eryn Galen and Woodmen in Vale of Anduin (they all will got own updates)

- Three additional factions of wild orcs in Angmar, Ered Mithrin and Emyn Muil

- Other campaign map changes:

  • Fixed some river crossings
  • Villages were moved further away from roads
  • Added two new sea trade points
  • Added additional fields in Nargroth and Seregost
  • Lindon Sentinels now are available to recruit in Garrison chain

- Additional changes in startpos:

  • Mordor got more recruitment buildings
  • Umbar got higher level of fields in Ardûmir and Númerös
  • Orcs of Ost-in-Orch got higher level of fields in both settlements
  • Orcs of Ost-in-Orch got Fighting Pits lvl1 in both settlements
  • Orcs of Gundabad got higher level of fields in both settlements
  • Orcs of Gundabad got Fighting Pits lvl2 in Nînorod
  • Increased starting treasury to 15000 for Orcs of Gundabad, Ost-in-Orch and Ered Mithrim
  • Fixed starting fields building in Ost Forlhûn (there was Lembas Fields when should be Mountain Lembas Fields)
Units:

- New dwarven units:

  • Khazad-dûm Tunnel Guard
  • Khazad-dûm Engineers
  • Khazad-dûm Orc Hunters
  • Khazad-dûm Gate Guard
  • Khazad-dûm Great Shields
  • Khazad-dûm Heavy Crossbowmen
  • Khazad-dûm Hammerers
  • Khazad-dûm Repeating Crossbowmen
  • Khazad-dûm Mithril Warriors
  • Khazad-dûm Durin Guard (Bodyguard)
  • Khazad-dûm Durin High Guard (Durin IV Bodyguard)

- New elven units:

  • Lindon Sindar Light Archers

- A lot of new models for Dwarves

- Updates for uniforms of existed Dwarven units

- Added new unit type icon: Hammer Infantry

- The volume of all unit voices (848 files in total) was significantly reduced.

- Changes in stats:

  • Noldor High King Guard (Gil-Galad bodyguard): armor increased from 15 to 17, attack increased from 18 to 20, defense increased from 25 to 30
  • For all unique bodyguards for Numenorean factions: increased armor from 15 to 16
  • Numenorean Royal Guard (Tar-Miriel bodyguard): attack increased from 15 to 17
Buildings:

- Changes in building effects:

  • Slightly increased food production for lvl 4 of Hunting Fields
  • Increased bonus to happiness for Fighting Pits

- Fixed that in Misty Mountains wasn’t possible to build other fields than herding

- New building: Granary (only for Dwarves)

- Building icons for Dwarves

Other:

- Renamed custom battle faction: Orcs of Misty Mountains to Orcs of the North

Main credits for this update:

- Sara Temer - Models, 2D stuff, gameplay designer, campaign map edition, research, db edition and rest of things

- Luiza Aris - gameplay designer, research

- Jawor - gameplay designer, research

Alpha v0.2.7:

Campaign:

- Fixed crash while loading some siege battles

- Changed Ai building preference (so AI should better work… but I not sure whether will be)

- Added for AI of orcs factions which technologies should research firstly

- Added missed town in Tharven

- Renamed Edhellond to Principality of Edhellond

- Amroth is now leader of Edhellond (not has unique armor yet)

- Herumor & Fuinur are now leaders of Umbar (not have unique armors yet)

- Added a lot new effects to technologies

- Changes in trade resources:

  • Elven Instruments - now available only in some provinces

- Unlocked Orcs of Mount Gram as playable faction in campaign

- Numenorean Militia and Hunters now are available to recruit in Castle chain instead military chains

- Added restrictions for Black Numenorean units for Mordor. In the campaign available 2 per Numenorean Estate. In MP available 2.

- AOR units now are available to recruit in standard military buildings

- Added more space around settlements which are close to rivers/mountains so agents should be less often block by them (please report me if you find places where agents are block by settlements)

- Restored for spies vanilla ninja’s skill tree (we thought that is no sense to change it)

- Increased amount of skill points per level for spies

- Reduced amount of starting commanders for Numenor Kingdom/Empire

- Moved frame "Attitudes towards selected faction" in diplomacy panel, because covered part of the map

- Fixed that small part of map around Annulond was impassable region

Units:

- New dwarven units (available for Numenorean and Elven factions in some provinces in Eriador as Auxiliary):

  • Dwarf Merchant Guard
  • Dwarf Paths Guard
  • Dwarf Crossbowmen
  • Dwarf Warriors

- New orc units:

  • Uruk Warg Riders
  • Uruk Red Heads of High Pass (regional, in MP available for Orcs of Misty Mountains)
  • Uruk Berserkers of Lithlad (regional, in MP available for Mordor)
  • Uruk Warg Riders of Lithlad (regional, in MP available for Mordor)

- Added new movement parameters for dwarves - they run slower than other races but their charge is faster

- Alongside to new dwarven units - A lot new models for dwarves

- Lighter color of armor for orcs - previous were too dark

- New models for orcs - more armors, shields, etc.

- Some other fixes for orc models

- New voice lines in battles:

  • Dwarf (BFME and Medieval II)

- Rebalance of following units:

Harad:

  • Great Shah Guard, Serpent Guard, Serpent Cataphract and Serpent Lancers got bonus vs cavalry: 12
  • Great Shah Guard and Serpent Guard got “Second Wind” ability
  • Caravan Guards Riders and Haradrim Riders bonus vs cavalry has lowered to 8
  • Great Shah Guard attack has increased to 15
  • Horror of Desert range has increased to 180
  • Haradrim Horse Archers accuracy has increased to 35 and reload skill has increased to 50
  • Serpent Fencers attack has increased to 18, defense has decreased to 11 and they got “Rapid Advance” ability
  • Serpent Archers reload has increased to 50 and ammo has increased to 45
  • All bodyguard units got “Inspire Unit” ability
  • Serpent Lancers armor has increased to 10
  • Serpent Fencers/Spearmen/Archers armor has increased to 11
  • Golden Lion Guard attack has increased to 18

Numenor:

  • Scouts range has increased to 180

Mordor and Orcs:

  • Orc Spearmen charge has lowered to 8
  • Orc Warband attack has inceased to 9
  • Orc Raiders attack has lowered to 14 and defence has lowered to 5
  • Uruk Stormband defence has lowered to 5
  • Nazgul Guard soldier amount has increased to 60

Lindon:

  • Falathrim Spearmen soldier amount has increased to 180
  • Falathrim Archers soldier amount has increased to 180

Garrison units:

  • Governor Retinue soldier amount has increased to 160 and armor has increased to 14
  • Standing Spearmen/Fighters/Archers soldier amount has increased to 180

Other:

  • All 2 handed axe unit bonus vs cav has lowered to 2

- Added cavalry vs cavalry charge kills (I don’t have idea why this don’t exist in vanilla)

- Cavalry with long lances now use them instead swords if dismount

- Fixed that sometimes spearmen used sword combat ready animation

- Fixed vanilla bug caused that fatigue not affect to infantry

Buildings:

- Removed altchain mechanic for buildings slots in province capital

- Added option to switch type of port

- Removed buildings chains from tech tree

- All old building chains were moved to trash

- Reworked buildings chains and their effects

  • Infantry Barracks - available for all
  • Archery - available for all
  • Stables - available for all
  • Blacksmith - available for all
  • Blacksmith Mithril - Numenor, Elves, Dwarves
  • Bowmaker - available for all
  • Garrison - available for all
  • Military Academy - Numenor
  • Markets - available for all (except Orcs)
  • Slave Markets - Orcs
  • Jeweller - available for all (except Orcs)
  • Furnace - Dwarves, Orcs
  • Tavern - available for all
  • Culture - Numenor, Elves
  • Fighting Pits - Orcs
  • Administration - available for all (except Orcs)
  • Town Craft - available for all
  • Town Brewery - Numenor, Dwarves, Northmen, Wildmen
  • Town Granary - Dwarves
  • Town Black Numenorean Estate - Mordor
  • Res Wine - available for all
  • Res Spice - available for all
  • Res Elven Instruments - Elves
  • Mearas Stables - Numenor, Elves, Northemn
  • Fields Farm - available for all
  • Fields Herding - available for all (except Elves)
  • Fields Horse - Numenor, Elves, Harad
  • Fields Hunting - available for all
  • Fields Orchards - Elves, Numenor, Northmen
  • Fields Lembas - Elves

- Alongside to changes in buildings - added more building icons

- New unique buildings:

  • House of Gwaith-i-Mírdain (Ost-in-Edhil) - ruins, can be rebuild by Elves, Numenoreans and Dwarves
  • The Prancing Pony (Bree)
Other:

- In multiplayer all factions of northern orcs have been merged into one - Orcs of Misty Mountains

- Fixes, fixes, fixes…

Main credits for this update:

- Sara Temer - Models, 2D stuff, gameplay designer, research, db edition and rest of things

- Luiza Aris - gameplay designer, research

- Jawor - gameplay designer, research

Alpha v0.2.5:

- Expanded campaign map (added Mordor, Angmar, North Misty Mountains - 20 new settlements)

- Other campaign map changes:

  • Moved Numenor closer to Middle-Earth
  • Improved campaign map terrain
  • Added new settlement in Harondor
  • Added new settlement in Belfalas
  • Moved Dunharrow to more lore accurate place
  • Some small changes in regions borders
  • Added additional building slot to settlements
  • Added mountain settlements
  • Reworked garrisons

- New playable cultures:

  • Mordor
  • Wild Orcs

- New units for Mordor and Wild Orcs:

  • Snaga Spearmen
  • Snaga Javelimen
  • Orc Band
  • Orc Archers
  • Orc Spearmen
  • Orc Warband
  • Orc Raiders
  • Orc Executioners
  • Uruk Archers
  • Uruk Stormband
  • Uruk Warband
  • Uruk Bodyguard (commander unit)

- New units for Mordor:

  • Black Númenorean Axemen
  • Black Númenorean Warriors
  • Black Númenorean Guard (commander unit)
  • Nazgûl Guard (commander unit)
  • Annatar Guard (commander unit)

- New garrison units (all factions):

  • Garrison Recruit Archers
  • Garrison Recruit Spearmen
  • Garrison Standing Archers
  • Garrison Standing Fighters
  • Garrison Standing Spearmen
  • Garrison Governor Retinue

- New unique campaign characters:

  • Annatar (WIP)
  • Nazgûl (WIP)

- New voice lines in battles:

  • Orcs (BFME)
  • Wildmen (RTW)

- Campaign building chains for Mordor and Wild Orcs

- Changes in buildings:

  • Added switch chain option to fields buildings (now you can rebuild Farms into Horse Breeding building if you want)
  • Moved all Auxiliary barracks to towns - now barracks chains should be more readable
  • Removed Numenorean Stables (Numenorean Scouts available to recruit in Archery chain)

- Removed part of factors affecting honor, now only heroic victory/crushing defeat, bankruptcy and creating vassals will affect honor

- Added campaign effects for all playable factions

- Added information about initial challenge for all playable factions

- Changed some starting armies and building to reduce problems with money and food in first turn

- Some other changes in starting situation on campaign map

- New UI style for Mordor (unfinished, only in battles, sorry >.<)

- Building icons for Mordor and Orcs

- Some changes and fixes in UI style for Numenor and Harad

- Added Haradrim Riders to Mordor roster as placeholder cavalry

- Men of Angmar and Men of Tharbad received access to some orc units

- Lowered cost and upkeep of all Haradrim units (except bodyguards)

- Increased cost of Lindon Lancers and Lindon Sentines

- Decreased amount of soldier for Lindon Lancers

- Decreased javelin damage

Hotfix 1 (Save compatible):

- Fixed problem that orcs can’t upgrade Mountain Castle

- Added Lindon Mountain Castle chain to technology tree

- Sindar Heavy Axemen not has access to wall formation anymore

- Added missing animations for Serpent Cataphracts/Lancers - now can fight against units with two handed axes

Main credits for this update:

- Sara Temer - Models, 2D stuff, gameplay designer, research, db edition and rest of things

- Luiza Aris - gameplay designer, research

- Jawor - gameplay designer, research

Special thanks:

- Haganaz (Rise of Mordor) - orc head models

Alpha v0.2.4:

- Fixed problem with crashes in campaign (appearing in version 0.2.3)

- Changes in building effects:

  • Reduced repressions caused by castle
  • Added unhappiness caused by squalor to mines
  • Added food consumption to all types of barracks, taverns and mines
  • Added some garrison units to Haradrim market chain
  • Reduced bonus to replenishment for castles and roads
  • Added missed bonus to replenishment in Wildmen castle chain
  • Some other changes and fixes

- Changes in commander skill tree:

  • Reduced bonus to replenishment (Logistics)
  • Reduced bonus to lower cost of upkeep units (Logistics)

- Improvements for campaign AI (focus to research specific technologies, construct buildings, etc.)

- Removed some vanilla buff/debuff for player and AI in campaign

- Fixes and changes for most models and textures for elven units (Kingdom of Lindon), improve optimization

- New models of armors for elves (Kingdom of Lindon)

- New units for Kingdom of Lindon:

  • Laiquendi Archers (regional)
  • Sindar Axemen
  • Sentinels
  • Sindar Heavy Axemen
  • Falathrim Guard of Mithlond (regional) (WIP)
  • Noldor Blacksmiths of Eregion (regional) (WIP)

- Changes in units stats

- Renamed Teleri units to Falathrim

- Falathrim Light Spearmen received javelins

- Falathrim units are now regional units available in coastal settlements

- Expanded Númenor military tech tree and some fixes in Númenor and Lindon tech trees

- Updates of UI and UI style

- Other changes and fixes

Main credits for this update:

- Sara Temer - Models, 2D stuff, db edition, ui code edition and rest of things

- Luiza Aris - gameplay designer, research

- Jawor - gameplay designer, research

- Edred - Concept arts (made long time ago)

- Mareon - Concept arts (made long time ago)

Alpha v0.2.3:

- Complex visual rework of Númenor army (most of models and textures were edited, many new models added)

- 8 new units for Númenor

  • Númenorean Venturers
  • Númenorean Marines
  • Númenorean Pikemen
  • Númenorean Andunie Archers (regional unit for Númenorean Elendili factions)
  • Númenorean Armored Spearmen
  • Númenorean Armored Swordmen
  • Númenorean Faithful of the Golden King (regional unit for Númenorean King’s Men factions)
  • Isildur Bodyguard (commander unit)

- Fixed LOD models for Numenorean units - now better looks from larger distance and are better optimized

- New hero for Numenor: Isildur (WIP)

- Added two new types of units:

  • Javelinmen
  • Axemen with two handed axes

- Refreshed unit cards

- New building icons for Númenor

- New building icons for Harad

- New campaign buildings for Númenor

- Changes in campaign economy

- Reworked campaign resources, current list (more will be added later):

  • Iron
  • Mithril
  • Silver (not added production building yet)
  • Marble
  • Mearas
  • Mûmakil (atm available only in trading point)
  • Wine
  • Spices
  • Horses
  • Beer
  • Elven Instruments
  • Fish

- Edited UI files for:

  • New campaign menu (more slots for playable factions)
  • Diplomacy panel (added reworked resources)
  • Finance trade panel (added reworked resources)

- Changed positions of many ports because before they were too close to cities and caused gameplay problems. Now should all work good (I hope)

- Fixes, fixes, more fixes....

Hotfix 1:

- Fixed defense value for Numenorean Shock Infantry

- Changed again name of Pharazon’s Kingdom of Numenor, because in 0.2.3 his faction and Miriel’s faction had the same displayed name it caused bugs in co-op campaign menu and diplomacy panel

- Fixed starting position for fleet near Andunie (before was too close to land and this caused bug)

Main credits for this update:

- Sara Temer - Models, building icons and other 2D stuff, db edition, ui code edition and rest of things

- Luiza Aris - gameplay designer, research

- Jawor - gameplay designer, research

- Edred - Concept arts (made long time ago)

- CherJair - Axemen animations (made long time ago)

Thanks for Frodo (creator of RPFM) for adding support for unit_variant files to RPFM

Alpha v0.2.1:

- 11 new provinces (7 in Calenardhon and 4 in Gondor) - all under Wildmen control

- Removed province on Tolfalas Island (because I can’t find way to fix problems with this island, maybe I will back to this later)

- Removed River Ports on rivers: Harnen, Gwathlo, Baranduin and Lhun (caused more problems than was useful)

- Changed this rivers to standard rivers (before it was sea territory, but too small to navigate fleet) - except part of Harnen and part of Gwathlo - but it would be too long to explain this problem here

- Fixes for land and sea trade routes and also roads around this rivers

- Probably fixed permanent crash which could be on Kingdom of Lindon AI turn

- All faction leaders which unique outfit and bodyguard are now immortal - temporary solution to limit situation when random characters use outfits belonging to important characters

- Added new building icons for Wildmen

- Added elven faction in Edhellond (they use now Lindon’s roster, buildings, technologies, etc. - it placeholder, later they will be Galadhrim subfaction)

- Added more variants of colours for elven tunics

- Test - changes in height map in Numenor - I'm trying to make campaign landscape more good looking but idk whether it looks better ;-;

- Added region borders on minimap - now should be more readable

- Fixed sea ground type in place where is trading point with dwarves from Orocarni (no more fleets suffer sea's attrition in this place)

- Removed wall’s cannons in siege battles

- Some other small fixes

Hotfix 1:

- Fixed problem with impassable region around Limlight Ost settlement

Alpha v0.2.0:

- 27 new provinces (added Eriador)

- New playable faction and culture: Kingdom of Lindon

- 9 new elven units (12 units for Lindon in total)

- Armor for Gil-Galad

- Basic tech tree for elves

- Improvements for campaign map - more forest

- New building icons for elves by Sara Temer

- Some new building icons (for Numenorean) by Mareon

- Added some additional Wildmen factions in Eriador

- Increased starting money for Haradrim and Wildmen factions

- Decreased starting money for Numenoreans factions

- Removed starting fleet for Empire of Numenor (I hope, that now Pharazon stop attack Pelargir instead fight with Miriel)

- Colony in Umbar get starting fleet (I hope that now will be more probably that they will send help to Empire of Numenor)

- Removed Elven District building chain for Numenorean Elendili factions (now elven Teleri units are available in some provinces from military port chain)

- Changed rebellions in Numenor - now if region owned to Kingdom of Numenor then rebellions will be from Empire of Numenor. And if region owned to Empire of Numenor then rebellions will be from Kingdom of Numenor.

Alpha v0.1.6:

- 20 new provinces in Gondor, Enedwaith and Calenardhon (later Rohan)

- New armor for Nizar (Haradrim Black Snake Clan faction leader) (thanks Edred for great concept)

- New armor (still WIP) for Ikrimah (Haradrim Golden Lion Clan faction leader) (thanks Edred for mask concept)

- Nizar and Ikrimah now have own bodyguards (available in campaign and custom battle)

- More variants of movement animations for spearmen with shields by CherJair

- Some new building icons (for Numenorean) by Mareon

- New campaign settlement models for Haradrim

- Changes in economy - now some buildings basically generate less wealth, but other building can increase it

- Unplayable Wildmen factions in campaign (available in custom battle, but it only few units - so I suggest to not play as them)

- Fixed problems with 2h sword animations

- Removed placeholder custom naval units and restored some vanilla naval units (because AI for some reason not recruit custom naval units)

Alpha v0.1.5:

- 24 new provinces (Near Harad, Umbar, part of Gondor)

- Added new culture - Haradrim

- Added 15 Haradrim units

- Added 3 Teleri Elves units - available for Numenorean Elendili in important port provinces

- Added 3 new Numenorean units (Rangers, Scouts, Pikemen (last available only in custom battle atm)

- Removed Numenorean cavalry units (except added Scouts), but Numenorean factions can recruit local Haradrim cavalry

- Added resource: Spices

- Added many unit voices: for Numenorean, Haradrim and Elves

- Removed minor Numenorean factions on Island

- Changed name Miriel faction to Kingdom of Numenor and Pharazon faction to Empire of Numenor

- Added factions: Numenorean Colony in Pelargir and Numenorean Colony in Umbar

- Added 8 Haradrim factions, include two main: Black Snake Clan and Golden Lion Clan

- Many minor changes


Alpha v0.1.0 included:

- One playable culture - Numenorean

- Numenorean units (17 units)

- New animations for units with shields

- New campaign map with 28 provinces (Numenor Island) and 8 playable factions

- Important characters (Amandil, Tar-Miriel, Pharazon)

- New building chains for Numenorean

- New models on campaign map

- New resources (e.g. Mithril)

- New technologies and commander skill tree

- New music (by Filip Oleyka) and units sounds

- And more...

Comments
The minimum comment length is 10 characters.