github tldmod/tldmod workshop-2022-10-03
October 3, 2022 Update

latest releases: workshop-2026-04-04, workshop-2026-03-25, workshop-2026-03-20...
3 years ago

October 3, 2022 Update

Equivalent to Nightly Patch Version r3710

Gameplay

  • Delay sieges slightly after the war has started.
  • Add destructible spikes to a number of siege scenes.
  • Add a "Sell all prisoners" option when talking to recruit master. Contributed by Maitreya#1293.
  • Spawn garrison captains in center scenes (replacing prison guards entry and barmen slot).
  • Make training grounds accessible from some center scenes (replacing prison passage).
  • Randomize town walker types per spawn entry, randomize initial destination.
  • Overhaul night bandits quest; improve spawn system, improve scaling, make bandit type dependent on center faction.
  • Improve script_initialize_center_scene for more flexibility.
  • Soften effect of campaign difficulty on faction strength income.
  • Rebalance faction strengths, host sizes, garrison reinforcements.
  • Make two centers in the north capturable.
  • Scale attacker strength in siege autocalc with player level.
  • [Experimental] Make most of the recalculate AI triggers theater specific, so factions rethink their AI less often.
  • [Experimental] Control and slightly increase hero respawn time.
  • [Experimental] Lift theatre limitation on siege decisions, allowing cross-theatre sieges within a certain distance.
  • [Experimental] Replace autocalc strength hard-cap by a softcap, so that battles between uneven armies don't get evened out so much.
  • Fix Moria garrison size.
  • Implement "faction is scripted" mode to block regular faction AI when player gives orders.
  • Pull latest translation updates.

Assets & Visuals

  • Improve hill prop by applying steppe texture, disable buggy LODs for a fir.
  • New Erebor battlefield.
  • Improve Iron Hills camp scene.
  • Turn Erebor Gate scene into a alternative center scene.
  • Add missing detail to Ironhill center scene, remove siege ladder.
  • New elf tree house variant.

Fixes

  • Hopefully fix the "get_object failed" error on "0" meshes.
  • Adjust gate aggravator spawn displacement (was too high, caused them to spawn on top of gates in some scenes).
  • Use a better method of tracking and removing gate aggravator on gate destruction (assign slot instead of agent loop).
  • Fix attempt for invalid party error in simple script 55.
  • Fix an invalid party error on faction defeat.

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