BoTET is alive!
We know it has been quiet here for a long time. Development of a new version is going well and we are happy to announce that a version 3.0 is on the horizon.
There is no ETA, it will be shipped when it's done. But in case it comforts you: There is more work behind than ahead of us.
Take this as a promise that BoTET has not been abandoned and there is more to come!
Version 3.0 will be a massive update that will not turn the mod on its head, but rather add more of what people liked, fix the bugs & quirks and optimize the campaign experience as much as possible. In many ways, the focus is on polishing existing content.
Let's get right to the meat and potatoes of the upcoming version. You can expect:
- 4 new factions: Beastmen, Dukedom of Mousillon, Clan Pestilens & Vampire Coast
- new, more AI-friendly campaign map
- new units
- visual reworks of many older units
- new animations & animation fixes (giants, chariots, zombies, gunners, dual wielded swords/axes, horses, demigryphs, steam tank, black orcs, trebuchet, hellcannon, fixed mounted animations, bouncy squigs, wolves, mammoths, rat ogres & much more)
- voice overhaul with about 7,000 new voice lines (in total there will be more custom voice lines in BoTET than all vanilla voices combined)
- new campaign AI & diplomacy rework (fewer pre-set wars & alliances, the logical ones tend to happen naturally as the game progresses. Empire factions will cooperate a lot more, Skaven are treacherous etc.)
- all gameplay aspects of the campaign built from the ground up (will still feel familiar, but updated with the newest modding intel)
A brief rundown of some other features:
- new skyboxes
- hotseat compatibility
- hundreds of new ancillaries based on tabletop items
- cleaner UI and many interface reworks (event art, buildings, resources, ancillaries & more)
- lots of unit-related sound effects
- Dogs of War reverted to Border Prince Confederacy (AoR mercs will stay)
- in game background lore
- new name lists for all factions (total number of names increased from ~3,000 to ~15,000)
- gameplay scripts (e.g. empire liberation, re-emerging factions, dwarf grudge system)
- rework of the infamous garrison script (fewer units, random composition, cooldown, only for capitals)
- optional free-for-all campaign mode (no pre-set wars & diplomatic biases)
- 2147483647 bug fixes and performance improvements
And now for some preview screenshots. The Discord people will have already seen some of those.
New units (just a selection, NOT a complete list):
Blood Knights on Hellsteeds
Necrofex Colossus
War Wagons
Casket of Souls
Athel Loren
Empire
Kislev
Lustria
Sylvania
Ulthuan
New Arachnarok Spider
Various reworked Beastmen units
New Bretonnia (including custom trebuchets)
New Dwarfen Artillery
Leaping Rat Ogre animation
New Screaming Bell
Various reworked Tomb King units
New Wild Riders
And finally, we'd like to invite you to join our Discord where you'll find many like-minded people to talk about the mod or have a chat with the developers:
(The version we currently host on Discord is NOT the promised version 3.0. However, it is more stable than the version hosted here on moddb and includes some of the new units)
Awesome, keep it up guys, your mod is the best!
Awesome!
So cool it good to see more on the best Warhammer mod.
OMG! This is amazing news!
Waaaaaaaaaaaaaaaaagh! But seriously, thanks for providing an alternative to Warhammer Total War.
Keep it up gents!
Praise Sigmar! good work guys
uau
I had a dream 2 days ago that this mod was getting updated no joke
Nice...
Awesome stuff!
I thought you guys had reached the technical limit of possible factions. Howd ya break through?
some empire factions have been delected
Do you know anything more about how this exactly will be implemented? I feel like it is difficult to justify deleting one over the others, as they are all kind of equally important. I feel like combining them in pairs may be a good compromise to this, like Reikland & Wissenland, Middenland & Nordland, Talabecland & Averland, Stirland & Hochland, and Ostland & Ostermark, and perhaps making each more specialized based on the pairings.
Fantastic news! Looking forward to the new version!
I hope Tomb Kings will be rebalanced. Tried playing it and found that regular orcs more powerful than elite units.
Best mod ever created :)
Can't wait for the new version
Holy Sigmar, Bless this amazing mod
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get New Bretonnia some foot knights I beg thee
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Aw, no more Hochland, ah well, glad to see this regardless!
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man wissenland was my favourite faction but it s still so good to see that work is still being done on this mod
Can you add some undead archers to the vampire faction ? and more cav would be great as well.