Arrow tracers make the arrows more visible. I tried to make them enough to track the arrows without it seeming too unrealistic or ugly.
Removed Shaido from custom battles.
Added Manetheren to the game. They will be in a future prologue, but for now are just in a historical battle. They can be enabled to custom battles, more on that when the update is released.
The Last Battle:
The Last Battle can now be fought on the Field of Merrilor. Not scripted, so not exactly accurate
movement wise, but ingame.
Fall of Manetheren:
You can fight in the Fall of Manetheren. Note: The Dark One has some awful pathfinding. Either that or the Trollocs just love drowning themselves.
The iconic battle of the Wheel of Time, you can fight as the Shaido, White Tower, or Perrin Aybara against the others. Later on the Asha'man arrive, travelling to the battlefield.
As someone noticed, I had some base units ingame, such as Knights and Sergeants Spearmen. They have been split into a unique version for each faction. Cairhienen Spearmen are worse than their Andoran counterparts, but their Horsemen are better. These slight balances make each faction more unique. Added bannermen.
Band Crossbowmen and Heavy Crossbowmen now use their shields to fight.
The Aiel now wear cadin'sor to battle. These brown coats and headresses still have the veil of the Aiel, but it doesn't cover all of their heads, and just their face, as is more accurate. Far Aldazar Din are now melee infantry, but they throw javelins before charging into combat. The Aiel also run faster than normal people, meaning that they can overtake most infantry. They can also hide anywhere.
Asha'Man now wear their distinctive black coats into battle, looking much more realistic. They also have received some buffs
The Borderlands have received a few new units
The Dark One:
The Dark One roster has received several new Shadowspawn units as well as a rework of the Trolloc Units. They now have much more variety and much more accurate looks.
I've felt for a while that the Seanchan were under their potential. They had a few native units but nothing actually good. So I've redone them, with a large number of native Seanchan Units added and the few Westland ones acting as Altaran and Taraboner Auxiliaries. Furthermore, I've rextextured the Seanchan units and redone the Deathwatch Guard, making them much more impressive and lore accurate.
Almost all of their units have been remodelled to have either kettle helms or barred helms, as well as some new pikemen and crossbows. The younglings look vastly different, with new armor, helmets, and archer and lancer variants.
The Whitecloaks were a lackluster faction before, with maybe 5 units, and only one unique unit. This has been fixed. They now have Amadician auxiliary units and three tiers of units: Basic, Legion, and Heavy. All except the Amadicians have the whitecloak of the Children. They specialize in armor.
The moment you've been waiting for: the campaign.
The campaign is out, finally. The map has been edited a bit. This is alpha, so not everything is finished, but the campaign is working and coming out. Some new features include:
Dragonmount looms over Tar Valon, a massive mountain created by the death of Lews Therin Telamon.
Seanchan Blood Mechanic:
Every Seanchan character has access to the Blood Trait. When a man of the hour or candidate for the option happens, the character starts with the Common Blood, as do new agents. but by being successful in their field they can be promoted to the Low Blood, then the High Blood, then the Imperial Family, though that is rare. Furthermore, this is hereditary. If a character earns their way to the Low Blood or High Blood, their children will be of that Blood, and be able to rank up in it. So if a character makes it to the High Blood, then their children will be of the High Blood and will be able to earn their way up higher. Each level of the Blood offers perks, as well as unique ancillaries. If one is of the Low Blood or up than they have a chance to gain Da'Covale in settlements. If they are of the High Blood or up they gain access to So'Jhin, which are hereditary. And upon joining the Imperial Family than they automatically gain a Deathwatch Guard ancillary, skyrocketing their personal safety. Of course, promotion can be slow, and only an incredibly successful general will make it all the way to the Imperial family, but their children can take it up after them.
Seanchan and members of the Band can gain military office traits, with Marshall General being granted upon becoming faction leader. These give various perks for their field. Not only are there the basic ranks: Captain, Banner-General, Lieutenant-General, Captain-General, Marshall-General, but there are also specialized Seanchan ones: Captain of the Air, Captain of the Green, etc.
Agents of the Dark One can rank up in the Darkfriend Hierarchy, gaining more skill in their chosen jobs. Not hereditary.
Every character has a chance to get the Channeler trait, which gives a number of buffs. Characters have a greater chance of getting it if their parent has it. However, if a male character has it, then they will slowly go insane from the taint.
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