Vanilla and Kingdoms combined + countless bugfixes & QoLs.
This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
Did you know Doom 3 has an amazing Phobos story mod?
Installation:
1. Unpack to your Medieval_2_directory/mods
2. Run VK2021.bat to play
Changelog:
FINAL PLUS:
- Improved building and unit progression (availability, build times)
- Set matchlock event 10 years earlier
- Added 1 building line in cities (Fief Grant and Estate Grant, allows recruitment of 1 feudal cavalry and a bit of immersion)
FINAL HOTFIX:
- I fixed some remaining errors in family tree and names
- HRE and Venice each have two intercurrent ruling dynasties now
- added 1 extra starting merchant to Venice, Milan and Novgorod
- changed some strat models (middle eastern factions, mongols and novgorod)
- buffed Spain and nerfed Moors a little
FINAL:
- CTDs fixed (character_record and some halberds lacking phalanx animation)
- some UI tweaks
- renamed some units for consitency and immersion
- revised projectiles
- some starting armies/buildings changed
- added big bad crusader army (4th Crusade) near Constantinople. Bribe 'em or destroy 'em.
- other changes I forgot
SAVEFIX:
- buffed some horse archers and javelinmen, nerfed reiters
- loading saved campaign shouldn't crash the game anymore
- added Late Crossbowmen unit to England, France, Spain and Portugal
- nerfed crossbows (globally) a tiny bit
- made AI slighly more willing to recruit priests
- fixed battlemap selection voice of English Pikemen and Musketeers
- moved matchlock and pike and shot events about 10 turns later
- made southern european factions handgunners available longer (till pike and shot event)
- added garrison scripts to Toulouse, Toledo and Vienna as well
- changed some texts
COMPLETE
- changed some starting territories
- effecively removed AoR for Jinetes
- included some new regions in black death events
- made CAI aggresive and consolidate armies again
- moved some settlements
- renamed some starting leaders
- renamed some factions
- renamed some cities
- renamed some units
- restored mesoamerican music
- tweaked AI diplomacy costs
- tweaked mercs pool
- other changes I forgot to mention
FULL Patch
- restored English pikemen and French musketeers
- moved matchlock event 50 years later (unlocking arquebuses and late pikemen)
- created pike and shot event 60 years after matchlock (unlocking muskets and disabling handguns - if a faction has a newer alternative)
- extended some mercenary pools availability
- added garrison scripts to all starting capitals (nothing extreme, just 3-4 units)
- revised BAI (mostly reduced ranged units aggresion and increased their contact distance)
- effecively disabled some critical units' AoR (like highland nobles or sodeer archers)
- added spoilers to welcome screen
PATCH Prolly Final
- redone AI recruitment priorities, also added them to ships
- made unit availability from buildings' upgrades more gradual
- increased monetary rewards slightly
- some AI tweaks
- fixed rebel army position at Galway
- redone welcome event
FULL
- tweaked some buildings bonuses/construction time to make them more useful
- changed winter unit markers reddish for visibility
- further standardized some unit stats
- fixed some units recruitment
- changed some starting kings/armies
- renamed Granadine Lancers to Moorish Lancers and removed its AoR
PATCH3
- Fixed a typo and removed uncommented sections of the Skynet's CAI
- Assigned more points to stratmap pathfinding calculations
- Few units stat tweaks, mainly armour upgrades sequences
- Increased battlemap speed by 2-5% to match units animations (on grass)
PATCH "Petty"
- Changed that ugly southern european campaign ui I put there before
- Renamed "King's Purse" to "Royal Purse"
PATCH2
- fixed Kievan family tree, increased Turkish son's age, added 1 named Turkish general
- tweaked some campaign map textures
- tweaked AI
- tweaked 2 ui pieces
- restored phalanx formation to halberdier units, fixed speed
- some minor unit stat tweaks
PATCH1
- slightly increased global morale stat_mental by average of 2 pts a unit, and buffer zone by 30. A tiny change, but it will lessen the domino effect that causes battles being a total mess most of the time.
- adjusted stats of several units for coherence
- increased battlemap units' speed by 5% on some surfaces
RELEASE CANDIDATE 1
Misc:
- game starts in 1200 AD to justify Teutonic Order... somehow
- 1 turn per year, with proper ageing script
- adjusted everything
- 9 new regions (Angora, Bari, Bajadoz, Belgrade, Bristol, Fez, Lund, Siauliai, Vladimir)
- 12 hidden resources (12 areas of recruitment for 76 units)
- post battle loot script
- changing capital cost (1000) script
- foreign king death info script
- renamed some factions, characters and units
- increased siege units stratmap speed to 90%
- slightly reinforced gates and defences
- retouched and remixed UIs
- added faction logos in victory conditions spots
- added better campaign textures
- fixed weather (less rain and fog, no snow in tropics)
AI:
- fixed ai personalities, made factions more aggressive (thanks to Fynn's research on discord)
- fixed CAI in general, using edited z3n's Skynet
- fixed BAI, based on z3n's Skynet
- fixed diplomacy hate bug
- distributed and diversified ai recruitment priorities, AI will recruit balanced armies
- changed lithuanian ai_label switch to catholic after conversion
Unit stats:
- varied some standardized infantry sizes where it made sense (eg. more soldiers in pike units etc)
- varied and adjusted unit formations to reflect their type/quality (eg. 2handers swords stand more apart, peasants are scattered)
- fixed charging distance
- fixed stat_ground making some units useless
- nerfed all damage, increased armour
- nerfed pikes and spears slightly
- fixed all projectiles to kinda realistic level
- adjusted all missile ranges, increased longbow range
- added 2 turn recruitment to elite archers and slaves
- standardized infantry mass (based on: weapon length, morale, equipment and class)
- removed wedge formation from poor/unsuited cav
- removed cantabrian_circle from mounted crossbowmen
- removed phalanx from halberdiers (unit speed was unfixable)
- replaced cannot_skirmish with start_not_skirmishing on javelinmen
- removed armour piercing capability from all javelins and 2h swords (nope)
- pikemen keep their pikes. stats reduced accordingly
- added lock_morale to some fanatics/superb elite guards
- redesigned morale while maintaining it on the same level
- standardized ammo count among foot (4) and mounted (6) javelinmen
- standardized ammo count among poor units and mounted crossbowmen (20)
- fixed Kingdoms units stats discrepancies
- added some unused units in
Mercenaries:
- adjusted availability dates
- made arquebusiers require new matchlock event
- added slav mercs to Russia, Poland and Steppes regions
- added landsknechts to Northern Italy
- removed swiss pikemen from Sardinia
- removed balkan archers from Greece
- made pikemen and free company maa more expensive
- made crossbowmen, greek firethrowers and some javelinmen cheaper
- added Lithuania pool
- included 9 new regions
Economy:
- doubled merchant income, reduced agents limit a bit
- increased upkeep by ~30%. Amount handcrafted to every unit based on it's peformance, class, faction strengths etc.
- added free upkeep slots to castles (half the cities' capacity)
- some buildings (taverns, blacksmiths, jewish communities) add a bit of a fixed income
- adjusted everything for 1 tpy
- slightly increased tax income in castles