finally I would like to present the new 1.8 version of the Redux version to you. Yet again the 1.8 update will be the biggest so far and features 1 new land, new and changed landscapes to the campaign lands, overhauled AI, new music and many other awesome features!
Version 1.8 has been released! Find the download links below:
English Version
German Version
Spanish Version
New Landscapes
This update features many, many landscape updates. On most lands something was added, other lands were scrapped completely and replaced by new ones created by members of the Community. In this article I would like to present the new last Norse land landscape (Created by VandalBlueX) and the landscape for a completely new land in the campaign (Created by Bill).
Overhauled AI
One of the first tasks was to overhaul the AI. The goal was to make the opponent less predictable, more fun to play against and to make the AI system more efficient so that crashes and other annoyances are reduced. The AI will now get gradually harder with the Norse being the easiest and the enemy god the most difficult. The AI will now merge and split its platoons in different occasions in order to fill up almost empty platoons are start are more "chaotic" attack on the player. The AI will now attack and build buildings depending on the player alignment and generally will react much better to the actions of the player.
Vortex
Something different are the new vortex scripts which allow you to take ressources and people from one land to another - as it was in Black & White 1. The vortex scripts was developed by Black & White Community Member Bill and continued/implemented into Redux by Boxhead. In order to keep the game balanced the amount what you can take over to each land has been limited, the current limits are as the following:
Armies: 5
Army men: 75
Siege Weapons: 2
Ore Rocks: 7
Trees: 12
Ore/Food/Wood: 20000
Villagers: 100
I also want to give a shout out to Vociferous Music for her amazing music compositions in this mod!
We always listened and read the bug reports. We were able to squash many bugs which the 1.7.1 scripts of Redux had. Below you can find the changelog but not all changes were documented this time resulting into a much smaller changelog than it deserved to be. You can also find the changelog in the forum:
Additions
Added a new norse land (Thanks to Bill for the landscape)
Added spooky sounds to undead armies
Several additions to AI
Reworked all campaign lands. All scripts and some landscapes (Thanks to VandalBlueX for the new last Norse land landscape)
Added the monks to the first japanese land
Added Bills vortex script. It is now possible to carry over villagers, resources and many different to the next campaign land
Added a scroll with which you can skip the tutorials in the 3rd land
Added new music
New dynamic music system
Added an option to turn off alignment skies
Added a new, very cheaty difficulty in skirmish
Added turtle creature and zombie ape creature (Thanks to Egerion)
AI
Attacks are now randomized
Changed the AI platoon and catapult production, improving the difficulty scaling
The AI might now go for specific targets and try to ignore player platoons and creature
Many actions of the AI are now based on the alignment of the player
Added a new town builder to the AI which makes sure to rebuild a minimum set of buildings
Fixed several issues where the AI would recruit too many platoons for defending purposes (Up to 4-6 platoons at once)
The AI will now merge and split its platoons
Minor improvements to the enemy creature AI
The enemy AI will now build up its town depending on the alignment of the player
The AI will now move its platoons outside of influence but ignores influence if specific conditions are met
Balance
Lowered tribute the player gets for migrations
Adjusted many tribute values for objectives. They were mostly increased
Increased value of the impressive buildings. Example bath houses will now give more impressiveness but also cost more wood and ore
Weakened Hurricanes
Increased cost of creature heal miracle
Fixes
Custom spells are now enabled by default
Town conversion scripts have been reworked. Fixing a bug where the player sometimes couldn't capture the enemy's capital peacefully
Fixed deadly barrels in land2 not being deadly
Fixed a bug in a land12 quest where the lightning strikes of the player wouldn't effect the skeletons sometimes
Fixed multiple dialogues at once sometimes in the last japanese land
Fixed multiple crashes
Disabled automatic disciples
Maps
New norse last land landscape
Edited the starting position of the player in the 9th land
Changed the second japanese land landscape
Music
Changed music in the siege weapon intro cutscene of the last norse land
Added music to the intro of the chicken wolf grain quest
Added new dynamic music (Thanks to Vociferous for the amazing composition)
Added new greek alignment music (Thanks to Voiferous)
Other
Alignment sky transitions now take longer to load completely
Fixed an error in spanish translation in the skirmish lands
The volcano in the second aztec land will now give more warnings before eruption
Difficulty scaling has been improved
Moved multiple tutorials to the new norse land
Set default difficulty from easy to normal
Renamed the extended mode to hard mode
Changed minor stuff in the land2 cutscene
Increased maximum amount of villagers
Improved Installer
Countless other Fixes and Changes which weren't properly documented
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Hi,
I've tested extensively this mod for a few weeks now and I think I can tell something about it right now.
I very like the first norse land. It's quite exciting seeing multiple norse tribes in their little daily skirmishes through the land. A bit more of such solutions would make maps even more interesting.
Building dwelings seem a bit strange for me. Increased building requirements are ok with one exception. In my opinion there is too small diference between say villa, house and hovel. I would sugest lowering building requirements for house and hovel in order to make it more convincing to build. Between those three it would seem to me that villas are in favored position.
Being an evil god (over 76% evil) I tried raising undead from the cementary. It works, and oh good that feeling! Really nice and worth all those sacrifices. Those platoons seem to have one big problem tho, unless it is intetional. While clashing with enemy forces enemy paltoons' experience levels seem skyrocketing. While begining fighting with conscripts after few seconds (about 10) I end up fighting with elite warriors.
When I've built an altar I've noticed that it's using BOTG model for 10 miracles. I've wondered if it will be possible to use them later in the game. I've ended campaign and I've never seen them. Well, I honestly was counting for a different outcome but oh well, redux spells are also cool as heck. If I could point something here, I would try something that moder "Egerion" did, that is using scripts for every and each land to spawn bubles with those miracles on our alters. He did it in his mod "BoTG Spells in B&W2;", really good work.
I can't believe how good warfare in that game has become. Changes are simply genius. The stuff works really good both with the meele and ranged platoons. Experience level solution is smart one in my opinion but it's a real struggle to push your platoon experience level beyond 6 If it's not a catapult. Maybe something to make it a little bit easier or maybe add and aditional cheat after ending campaign that could allow us to play with that kind of stuff? Speaking of catapults I've noticed one issue but I don't know what exaclt could be done here to improve it. I think we are lacking an option to effeciently use catapult in defense, something like holding position and shooting in everything in range automatically. I've not seen any other issues than that.
I've seen that you are currently in development of unique gameplay option for good gods (counterpart for 76% evil gods). If I could sugest something I would sugest increasing impresivenes on meadows and planted trees near roads, to make more rewarding creating gardenlike cities. If it would be a bit underpowered something else could be added to it.
Soundtrack is just a masterpiece. Dynamic soundtrack during extensive warfare activities can be simply glorious.
There is also problem with those pesky crashes now and then but I suspect it's because game is near it's limits after that moding or something, don't know.
Overall I had a blast. You really gave this game a second breath. New lands, quests, BOTG adaptation... It's simly huge. I couldn't even list every single stuff I adore here, just pointed out the most important ones. Really good job, something I wanted to experience in 2005.
If I made mistakes in my post please forgive me. English is not my native language and I got a bit emotional sharing my opinion here :)
I installed the mod, launched it after the installation - and it appears to have worked (i.e. I could select the additional creatures from a new game). However I couldn't see how to access the different level modes like Skirmish.
I closed the game to check if I was missing some instructions, and then couldn't find a way to launch the mod again. The 'shortcut' the installer created on my desktop is just an empty file called 'Black & White 2', not actually a shortcut.
But unless I'm missing something obvious, the instructions don't include anything about creating a shortcut, or (to solve my initial problem) how to play with the new features of the mod?
I love this mod, I've wanted something like this since I got the original game back in '05.
There is a particular issue I'm having when playing, however.
The mod will crash seemingly randomly, with a preceding bug that doesnt show the most recent saves. The game will then crash without warning. Though I had little issues with most of the lands, I had heavy problems with the last Japanese Land, forcing me to save every 5 mins, so as to not lose progress (it was attempt no.5 at that point). I was wondering if this was something that could be looked into. Many thanks!
Hi,
Please forgive my bad English while reading the comment, I'm French.
Thank you for your hard working on this mod :)
However, there is some problems I want to report. If needed, I played the campaign with maximum difficulty and all redux feature unlock (in god playground).
In the last Japanese land, if you take the town in the center, japonese armies will disorganise around the mountain. It's a minor problems here.
But in the first Aztec land, it will be more dangerous. Because the aztec armies will disorganise around your capitale. It's a big deal if they begin taking your town center, but most of their soldiers are still dispersed out of your influence ring, and you can't do anything while the capture progress.
In the second Aztec land, it's the same, but it's the player army which disorganised around the aztec capital.
In addition, the game might crash on the three aztec land, even when you try to save the game.
And in the first battle of the god campaign, I'm unable to continue because the game crash constantly around the prison (I'm not sure it's the cause of the problems).
I hope it will be helpfull to enhance the mod and you won't have too much difficulty to read.
Can obtain BoTG Spells in the future?
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Hi,
I've tested extensively this mod for a few weeks now and I think I can tell something about it right now.
I very like the first norse land. It's quite exciting seeing multiple norse tribes in their little daily skirmishes through the land. A bit more of such solutions would make maps even more interesting.
Building dwelings seem a bit strange for me. Increased building requirements are ok with one exception. In my opinion there is too small diference between say villa, house and hovel. I would sugest lowering building requirements for house and hovel in order to make it more convincing to build. Between those three it would seem to me that villas are in favored position.
Being an evil god (over 76% evil) I tried raising undead from the cementary. It works, and oh good that feeling! Really nice and worth all those sacrifices. Those platoons seem to have one big problem tho, unless it is intetional. While clashing with enemy forces enemy paltoons' experience levels seem skyrocketing. While begining fighting with conscripts after few seconds (about 10) I end up fighting with elite warriors.
When I've built an altar I've noticed that it's using BOTG model for 10 miracles. I've wondered if it will be possible to use them later in the game. I've ended campaign and I've never seen them. Well, I honestly was counting for a different outcome but oh well, redux spells are also cool as heck. If I could point something here, I would try something that moder "Egerion" did, that is using scripts for every and each land to spawn bubles with those miracles on our alters. He did it in his mod "BoTG Spells in B&W2;", really good work.
I can't believe how good warfare in that game has become. Changes are simply genius. The stuff works really good both with the meele and ranged platoons. Experience level solution is smart one in my opinion but it's a real struggle to push your platoon experience level beyond 6 If it's not a catapult. Maybe something to make it a little bit easier or maybe add and aditional cheat after ending campaign that could allow us to play with that kind of stuff? Speaking of catapults I've noticed one issue but I don't know what exaclt could be done here to improve it. I think we are lacking an option to effeciently use catapult in defense, something like holding position and shooting in everything in range automatically. I've not seen any other issues than that.
I've seen that you are currently in development of unique gameplay option for good gods (counterpart for 76% evil gods). If I could sugest something I would sugest increasing impresivenes on meadows and planted trees near roads, to make more rewarding creating gardenlike cities. If it would be a bit underpowered something else could be added to it.
Soundtrack is just a masterpiece. Dynamic soundtrack during extensive warfare activities can be simply glorious.
There is also problem with those pesky crashes now and then but I suspect it's because game is near it's limits after that moding or something, don't know.
Overall I had a blast. You really gave this game a second breath. New lands, quests, BOTG adaptation... It's simly huge. I couldn't even list every single stuff I adore here, just pointed out the most important ones. Really good job, something I wanted to experience in 2005.
If I made mistakes in my post please forgive me. English is not my native language and I got a bit emotional sharing my opinion here :)
I installed the mod, launched it after the installation - and it appears to have worked (i.e. I could select the additional creatures from a new game). However I couldn't see how to access the different level modes like Skirmish.
I closed the game to check if I was missing some instructions, and then couldn't find a way to launch the mod again. The 'shortcut' the installer created on my desktop is just an empty file called 'Black & White 2', not actually a shortcut.
But unless I'm missing something obvious, the instructions don't include anything about creating a shortcut, or (to solve my initial problem) how to play with the new features of the mod?
You can play skirmish only after the end of the third island.
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
Hi there,
I love this mod, I've wanted something like this since I got the original game back in '05.
There is a particular issue I'm having when playing, however.
The mod will crash seemingly randomly, with a preceding bug that doesnt show the most recent saves. The game will then crash without warning. Though I had little issues with most of the lands, I had heavy problems with the last Japanese Land, forcing me to save every 5 mins, so as to not lose progress (it was attempt no.5 at that point). I was wondering if this was something that could be looked into. Many thanks!
This comment is currently awaiting admin approval, join now to view.
Hi,
Please forgive my bad English while reading the comment, I'm French.
Thank you for your hard working on this mod :)
However, there is some problems I want to report. If needed, I played the campaign with maximum difficulty and all redux feature unlock (in god playground).
In the last Japanese land, if you take the town in the center, japonese armies will disorganise around the mountain. It's a minor problems here.
But in the first Aztec land, it will be more dangerous. Because the aztec armies will disorganise around your capitale. It's a big deal if they begin taking your town center, but most of their soldiers are still dispersed out of your influence ring, and you can't do anything while the capture progress.
In the second Aztec land, it's the same, but it's the player army which disorganised around the aztec capital.
In addition, the game might crash on the three aztec land, even when you try to save the game.
And in the first battle of the god campaign, I'm unable to continue because the game crash constantly around the prison (I'm not sure it's the cause of the problems).
I hope it will be helpfull to enhance the mod and you won't have too much difficulty to read.
This comment is currently awaiting admin approval, join now to view.