I have been improving one of Undying Nephalim's older releases of Hyrule Total War - namely the 3.8 version released at the end of 2014 and the final version with all the old faction rosters. The mod will have custom strat-map cities/agents, custom battle-map settlements, new resources on the map, new factions such as Majora and the Oocca, new units for most older factions and the minor factions especially, new animations, new 2d-art. Majora will use unused reskins for the Zora, Kokiri, Gorons and Hylians made by the Undying Nephalim, while also using new re-skins made by Codeman over at the Hyrule Conquest Discord for the rest of the intended factions that Neph intended for Majora to use - and this submod aims to bring you the most finished Hyrule Total War yet - using the older models because i think some of them were better but not all.
Updated 2023-12-07! The mod Hyrule Total War: Classic Ultimate is finally done! The only thing remaining would be fixing any bugs/issues found while playing the mod in the future, and possibly a music update later on. What does this release bring? 100% completion of the generals/heroes as strat-map models on the map, fixing of bugs, new generals/heroes for many factions, a whole plethora of new scripts and fixed gameplay issues and balance! Expect Zant and Midna to be active in the civil war, and then the one who wins will be active in Hyrule after - expect 99% of the heroes to have models, expect any silver surfer units to have been fixed and expect many faction-specific scripts for single-player. It is recommended also to play single-player through hotseat - multiplayer/hotseat/Freeform Campaign or Story Campaigns - they have faster AI turns and you can play more than one faction - beware that if you play more than one you might risk more than one of the same hero in some instance
2023-12-07 - Fix/Patch released!
Changes:
1. All the old cut Custom Battle Battle Maps (Battlefields) from HTW V2.1. and so on have been re-implemented to custom battle and are working, as we did reach the limit on portraits for the battlefields some are sharing cards with each other - there are some new ones using new cards as well.
- 29 Custom Battle Battle Maps (Battlefields) increased to 51.
2. Moldarach Scorpion general of the Wild Animals/Wildlife faction has been fixed and is now the general.
3. The Great Sea New Hyrule units known as the "Outpost Watch" and the "Cannon Platoon" have been implemented for the Kingdom of Hyrule, and the Lanayru Province post the spawn of Tetra(lyna Nohansen Zelda V) - Lanayru can only get the Hylian units from Hylian/Wizzrobe lands.
4. Medli, a Rito hero, has been implemented to the Lanayru Province - she'll spawn post turn 170 as long as Zelda V of Hyrule is dead, this doesn't mean that Tetra needs to be dead - as Zelda V is the younger version of Tetra/Zelda V.
5. The Horon Civilians had to be removed in order to implement the Outpost Watch- a new crossbowmen unit, Knights of New Hyrule using crossbows.
6. The Labrynna Grenadiers have also been removed in favour of the Cannon Platoon of New Hyrule. Why? Because that was a unit I came up with and wasn't one of Neph's original units. I figured it didn't fit Zelda even though I had thought it fit Labrynna, as they're Steampunk in the mod.
7. A bunch of unit_info-cards have been updated - for the Rito Ano fencers, Outpost Watch and the Oceanblins.
8. The Swordsmen Recruits of the Kingdom of Hyrule are back at being their siege crews, and they're also used by the Church of Majora!
9. The Hylian Trebuchets will not be available for construction after Tetra(lyna Zelda Nohansen V) spawns at turn 151, instead they'll be replaced by the Cannon Platoon- the Cannon Platoon is using a new crew of Assault Battalions of Tetra's New Hyrule. The Outpost Watch is replacing the Archer Knights, while the Knights of Windfall will be a bonus unit that isn't replacing any unit.
- And that's probably it.
2023-08-28 - A new update has been released!
Changes:
1. New River Zora strat-models for the 4 missing Agent types - the Spy, Priest, Merchant and the Assasssin.
- The River Zora only had a diplomat in earlier releases and I've actually made room for their four final strat-map models and added these to the game. I did make the Oocca Spy and Merchant use the same entry as the Ooca Soldier, and the Oocca Priest and Inquisitor use the same entry as the Oocca general - this means that the Oocca Spy, Merchant, Priest and Inquisitor no longer are using unique animations or entries - the models are still the same but the animations are now wrong for the agent type. This is because I'm out of open strat-model slots in the mod and the game will crash if adding more - by letting these agents share entries with the soldier/general I did manage to open up 4 slots without needing to remove any strat-model from the game.
The River Zora as such now has a Cannibal Priest, a Raider Merchant, an Octozora Spy and a Swampman Assassin - in addition to the reskin of the Zora Diplomat.
2. The Oocca-units have changed stats to be more like in HTW 4.6.
3. Unit/Unit_Info Cards have been properly resized for a bunch of Agents, and the Wizzrobe Diplomat now has the correct portrait.
4. Big changes to the recruitment has been made - I wanted elite OverPowered units of most of the factions to be late-game units so I've added the prerequisites that the player will need the later settlement-levels before they get to recruit certain units. As an example the Gunner Posts, Hand Cannoneers, Zora Spire, Fairy Perception Ward, Kokiri Barricades, Goron Bomb Platforms etc will now require the latest levels of a settlement before you can recruit these units - delaying their arrival to the late-game or mid-game.
Settlements in this mod can't be upgraded the normal way, but there are unique buildings that can be upgraded that count as "settlement levels" - as such it was more complicated to add this change than simply moving units to later settlement upgrades, as doing this the vanilla way wouldn't work due to settlements never upgrading from village to town and so on - in this mod you build buildings that you can upgrade and they count as settlement-upgrades even though your cities aren't changed.
The same has been done to most regional area-of-recruitment troops like the Volvagians at Korkuloki, the Storm Zora at "Fort of Wings", the Gorons of Rolling Ridge at Crown Ridge and any of the Golems or Oocca/Goddess units from the Sky City - you'll need level 4 or later to recruit these units. Most factions have settlement-levels up to level 7 but the Gorons, the Darknuts and maybe one other faction has a level 8 settlement as well. Many units have been moved to the later levels to make the game more fair for the weaker factions in the early game. No more steamrolling with OverPowered early-game regionals against basic factional rosters of other factions - and the AI won't be able to just spam elite troops whenever they've taken an area with OP regional-units - they also need the later settlement-levels so unless it's the late-game they won't get them in a while.
- In the late-game most factions can handle elites, but in the early game it wasn't fair to the weaker starting armies of some factions. I steamrolled Labrynna with the Storm Zora Vipers, a Heavy Infantry-unit that is OP in the early game - it's now moved to the late-game as are others like it.
5. The Octozora-unit of the River Zora weren't in the actual recruitment or Spawning Pools of the campaign_script file - You only got them when Archduke Neighleth spawned (1 unit plus the bodyguard) and then you'd get no more of them - I've added this unit to the 5th Spawning Pool in every area on the map.
There might be some other changes done as well.
IMPORTANT - I can't help you if the download is interrupted or has a timeout as this is beyond my ability to do anything about it. This download is lacking the Hyrule Historia Videos which will help with the above issue as I do believe that the timeouts happen when your internet-connection is slow and the file is huge in size - it's now reduced in size by about 2gb from 6.55gb to 4.22gb - hopefully this will help!
2023-08-14 - Classic Ulttimate has been properly polished and finished, the goal of this project was to make the ultimate Hyrule: Total War Campaign on the Classic build of the mod - utilizing all the unused assets I could use, all the Great Sea Demo assets for land-battles & the HTW V.4.6 assets wherever they did fit - as in mercenaries, Minor faction-units, Regional-Recruitment-units and what-not - all of this at the expense of the Custom battles and the Hyrule Historia.
I had no choice but to remove most of the heroes from the Custom battles in order for many of the new units to be implemented for the campaign, as there is a 500 limit on units in Medieval 2 and it was the heroes or the units. As I wrote my goal was the ultimate campaign, and as such I've sacrificed on the other areas of the mod - this means that the Custom Battles could be better, and the Hyrule Historia UI could look better - the Missions (except the Twili) are still perfectly playable but there are like missing heroes (only 1 per army) due to the removal of the heroes from the custom battles or most of them.
I'm going to release a possible Classic-relase in the future which will aim to balance the three areas better - custom battle, Hyrule Historia and the campaign - the cost will be in units, and the benefit will be a more beautiful product to look at where all the Heroes will return to the custom battles, all the pictures and heroes will be in the Hyrule Historia Missions plus additional ones like Majora-Cultist Zelda - and the campaign will still be very much improved from the 2014-release but will aim to be like Undying nephalim had intended it with the units, as in hardly any units from 4.6 except for the minor factions - regionals and additional units for the main factions will be removed mostly, it will also try to have more balanced factions and OverPowered factions like the Oocca will either be severely nerfed or removed, OP units will be removed - it will look, play and feel like the December 2014 release but with all the bug fixes and improvements done to the mod - just not a lot of new units.
As for the update I'm releasing now of Classic Ultimate?
It has added stat-changes to many units that weren't original units of the 2014-release so they needed to be adjusted or nerfed, it has added Link to the Kingdom of Ikana, the Gorons and the Kokiri if the Player is playing as them only, it has added the Sheikah Monks as a new bodyguard for Azrily in both the Kingdom of Hyrule and the Sheikah, Hyrule can recruit Sheikah Monks and Interrogators from Kakariko, the Stalfos spawns outside of the Shadow Temple/Kakariko in the campaigns if the Player is playing as them, they have different units spawning there based on the Hyrule Historia Mission "Unearthing the Shadows", since before the Stalfos will get Dethl and Deadhand one turn after they take Kakariko- now they'll get ReHorror as well - a proper general that is static and should only be placed in the Shadow Temple fort and never move outside for the best immersion - he does only spawn for the player, the Stalfos will get 5 Devourers (a Sheikah unit) as the units of Dethl when he spawns just like in the Mission but they aren't recruitable, the Wild Animals will get their units back in the custom battles - Wild Arachas, Wild Arurodas and the giant Moldarach scorpion units - plus the Ampilus Crabs - all of these units are now recruitable for the Lanayru Province as they do have a "Scorpion Building" and a "Crab Building" - it made sense as they would be wasted unit slots if they aren't available for at least one of the main factions - the Wild Animals is a faction that hardly plays a role in the game outside of custom battle - but they do have their script back where the Moldarach and the other scorpions will spawn next to Rutolan, the old original Lanayru Aquamarines are back for the Lanayru Province and consist of only Lanayru troops- the mixed-race variant is now the Great Sea unit it was supposed to be - Aquamarine Escorts -they're available for the Zora, the Lanayru and the Kingdom of Hyrule but only after Zelda V spawns on turn 153, only Lanayru can recruit them everywhere and Hyrule and the Zora only from Lanayru lands, General Rutela, Fairy Veran, General Kazakk and General Akazoo has been removed from the custom battles in order to be able to add 4 new units, I've also fixed the glitched/bugged general Mahgzai of the Storm Zora who starts out in the service of the River Zora in the campaign - he needed a unit-slot and to be an officer or he would be bugged due to being smaller than the River Knight generals of the River Zora, 6 new unit entries - I had to remove the Shadow Doors from the mission in the Shadow Temple to achieve this - again the campaign is the main focus of this submod "Classic Ultimate" - I'll restore everything else in the "Classic"-version where the campaign will take a backseat to polishing up all the areas of the mod as originally intended.
My goal with the submod was the ultimate campaign, not the finished mod in other areas - alas I sacrificed the other areas for the campaign.
I've also added the "General Rank"-ancillary to every single general that lacked it in the 4 campaign_script-files - so all have much better stats now or command-points. The Shadow Door was a mount so that allowed me to re-implement the Moldarach giant scorpion, there were two doors in the EDU-file so it allowed me to add one mount and two units.
Any agents of the Minor Factions have unit/unit_info cards now as opposed to vanilla medieval 2 cards.
Wild Life is using the Question-mark general.
I've probably missed something but I'll say the campaign will be much more fun now and better balanced. From this point on it's either playing, or modding the "Classic"-version going forward.
I'll release the Classic release on this page as a stand-alone release but that could be next year or in December - we'll see. Classic Ultimate is finished unless I stumble upon a bug that I can fix. If so I'll release a patch. I didn't release a patch now because I changed too many files.
I've also updated the Faction Selection-screen with up-to-date-info and the entire expanded.txt-file has been updated for all the heroes with info, for example "Princess Sokuuf" & "Princess Sokuuf" is now "Princess Sokuuf" as the name on the map - while the description has changed to "Leader of the River Zora" - so you won't have the name in two places anymore. This was done to every hero that didn't have a description.
I may have forgotten something, and it sucks that I'll need to restart the two campaigns that I had started a few days ago - but it's worth it due to the changes. Some heroes got suitable ancillaries like the River Zora Royalty got the Zora Crown and Archduke Neighleth got the Ambassador Robe and other gear from Zaleen.
Alright, I hope this update is more enjoyable and it's stand-alone so delete the other version and insert this - it's not save-compatible sadly.
2023-08-03 - Fixing done to the mod + Gameplay Changes!
1. The unit named as the "Kokiri Detatchment" no longer is using the civilian animation making the individual units walk around on their own when standing still - instead the unit is using the normal sword & shield animation it had previously. I had missed out on this unit when I were removing the civilian animation from a bunch of militia units in 2022, the reason being that the Kokiri Civilian Animation had a unique name.
2. All the regions in the descr_regions-file have been updated with the latest changes to the religions in the game and all the regions will now have the correct religion in them from the start.
3. A bunch of factions had issues with their religions and their priests - the Goddess Worshipping factions of the Gerudo, Huskus, Gorons, Kokiri, the Zora and the Lanayru had a Goddess Statue or similar building that could be upgraded into a church, but the issue with this building was that I had added more than one religion to it - Orthodox/Patron Deity Worship, Catholic/Goddess Worship and I believe Lesser/Lesser Deity Worship - it would seem that only the first one worked, only one religion per building worked - so the priests of these factions were spreading the wrong Patron Deity-religion while their religious buildings were giving Patron Deity Worship - I've solved this by removing "orthodox" and "Lesser" so that the building will now only produce the Goddess Worship-religion - and its priests will spread the same, - then we also had a similar issue with the Darknuts/Zuna/Tokay/Subrosian and their religion Idolatry - which was wrongly using "Lesser Deity Worship" because the "Lesser"-religion shared the same building with the "Idolatry"-religion and was placed first in the line - I've moved these factions and their religion to their own buildings making it the only religion in use by the Darknut Buildings - this should have resolved the issue, the same issue was true for the Lizalfos who used the "Pantheon of Gods"-religion but got "Lesser Deity Worship" for the same reason - their priests and their religion has been moved to the building named "UniqueLizal" solving the issue with their buildings and priests giving and spreading the wrong religion, and finally the same issue was true for the Fairies and the Horonians, their buildings also giving out "Lesser Deity Worship" while the Fairy Priests spread "Lesser Worship" instead of Nature Worship - it's been fixed by moving their religion "Nature" and their priests to their own unique buildings that only produce their own religion.
4. The Labrynna Regime had a building which could train their priests named "Scholars" but these Scholars did spread no religion and the building wasn't connected to their religion "Paganism/Atheism" which caused this issue. I've added "Paganism" to their religious building including the religious bonuses given to the most advanced of religious buildings for other factions - this means that their building that can train Scholars/priests of Labrynna will now give religious bonuses in Atheism, and it's priests will be able to spread Atheism.
5. The Huskus Remnants is one of the Goddess Worshipping factions that can join crusades or Cleansings in this mod - but they couldn't recruit any priests in the mod.. I've added the ability for the Huskus to recruit Priests from the same buildings as the Gorons, the Zora, the Lanayru and the Kokiri - I've also replaced the Hylian Priestess used by them in the files with their Priestess Caste General-model also used as their Diplomat - this means that the Huskus will now have a Priestess to recruit on the map.
6. I've let the Gohma faction start the game with all the Gohma territory now including the two settlements of Moruge and Midoro, as it didn't make any sense for the Gohma to have rebel Gohma on the map - handing the Gohma these two areas from the start will improve their faction with not just the two additional regions but also their garrisons - allowing their monster units like the giant spider Matriarch or Sulkaris, the Fallen Sage - to attack an actual enemy like the Lanayru Zora or the Hylian Rebels at the start - expect the Gohma to be stronger.
7. Speaking of the Gohma - I've done some changes or alterations to their Infestation Targets - Ontheon - the Capital of the Darknut Legion has been replaced as an Infestation Target by the Fire Temple (Death Mountain Crater) which is the Goron Temple that actually was invaded by Sulkaris in the videos - where she killed their Goddess Maphaeus the first sage of fire, I've also removed Airu - the Capital of the Lanayru Province/Zora from the target list - as this settlement is always attacked anyway - instad I've added Kakariko which holds the Shadow Temple to the list of targets for Infestations - Sulkaris wanted to kill all the Sages including the Sage of the Shadow Temple Evaleen the First Sage of Shadows - also, the Stalfos should take this area for sure - they get unique units there that are OP.
So you could say I switched out two targets.
8. I've also handed the Lanayru Province the Greshou-settlement from the start, removed its Zora garrison and added a Lanayru garrison instead - this garrison also includes the Lanayru Mages - Zora Dominion Mages who wear Lanayru Aquamarine armor and who fights for the Province - previously they were only available after Queen Laruto spawns late-game but now I changed my mind and removed this condition, as I thought that Zora Domain Mages do exist and if they came to protect the Water Temple at Greshou and their Goddess Malkorbagia, The First Sage of Water - then they would most likely be given Lanayru Armor - the Lanayru Mages are Zora Mages with better armor than the Zora Mages - the armor is the only difference besides the name - you can only recruit them as the Lanayru Province and only from Zora's Domain territory including Greshou.
As such the Lanayru has mages from Greshou available at the start, and they now have 4 settlements instead of 3 at the start of the game - add to this half a roster defending the place.
9. The Daira Marauders Mercenary Unit - I had failed at making them more common for the Gerudo in the previous release, as they ended up recruitable by everybody including the Gohma which was unintended. I've removed the line in the descr_mercenaries-file which caused this to happen, and instead added the unit as a regional-recruitment-unit from Aidaidorf and Moruge only - but only the Gerudo, the Lizalfos or the Minor factions can recruit it - the Darknut Legion also has access to it by other means since before.
The Daira Marauders as such is more common as a unit for the Gerudo now but won't be available to everybody else.
10. I've implemented a new Camhack Mod enabling unlimited zoom-out and zoom-in in the battles, and it's 100% stable and integrated into the files of the mod.
In order for this to function you do need to go into your "Game Settings" and place the Camera in "Total War Camera"-mode - otherwise it won't work - after this you just click on "Back Space" when you are in the deployment-phase or in the battle-phase after selecting a unit - this will cause the camera to zoom-out a lot - after this you do click on the "End"-button and it will zoom-in on the selected unit after which the camera can be moved freely in any direction without limits - you'll be able to enjoy battles out-zoomed or in-zoomed - it's epic.
And I think that's the changelog.
Due to all the files changed I'll have to upload the entire mod.
Credit to p8q for the Camhack Mod, to Bitterhowl for the files that got it to work in this mod - and to Larmir who had the original idea.
2023-07-27 - Fixing done to the mod!
- I had made a mistake, the first mistake was re-adding the old stats for the Twili Spiders as that made the unit into two (2) spiders again - I didn't know that this was a vanilla bug - the second issue was when I replaced the boring Twili Infantry bodyguard with the Repentants for Queen Midna- due to her having Spider Swarm cavalry in her army these spiders ended up stealing the bodyguard-slot from the Repentants - Queen Midna was invisible in battle as a result..
Needless to say I had to fix both issues and re-upload the mod again! I suggest everyone to re-download.
2023-07-26 - Fixing done to the mod!
1. A glitch with Princess Zelda V in the Hyrule Historia Campaigns has been corrected, and it was very weird because I had made sure she looked fine on my other computer previously - all I can think of is that somehow the BMMDB-file got reverted so that she ended up using her 4.6 model with the 3.7 textures - this caused her to look horrible in battle - this has been fixed. I've also given her an Ironclad Elites Bodyguard (dismounted) because I didn't like how her cape looked on a horse.
2. All the new Unit_Info-cards of the New Agents (Priests, Assassins, Spies, Diplomats and Merchants) for the Church of Majora, the Oocca, the Fairies of Tarm, the Kingdom of Ikana and the two Forces of the Twilight factions - Midna and Zant -have been adjusted to the mods UI and are no longer too large to fit the UI of the mod.
3. The Diplomats of the Minor Factions (Subrosian, Huskus Remnants, Zuna and the Horonians) except the Tokay have been replaced in order for them to be using the soldiers/generals of their own factions instead of the most suitable patron like previously. These factions didn't have diplomats of their own and as such I had given the Subrosian faction a Goron-diplomat, the Huskus a Korok, the Zuna a Darknut and the Horonians a Hylian - only the Tokay had a real Tokay Diplomat! But later I ended up using Agitha as the Gohma diplomat despite her being a general using the animations of a general - this worked very well despite her not using the animations of a Diplomat or Princess - as such I got the idea to replace the diplomats with the soldiers/generals of their own factions. This means that there will be Zuna, Subrosian, Huskus and Horon Diplomats now who are from their actual race.
4. The general of the faction known as the "Wild Animals" only has King Dodongo as their general, since the Moldarach was removed previously to open up space for the new Sheikah cavalry - he is now using the King Dodongo strat-model on the map for their faction as well. The King Dodongo strat-map model was a new model for the Gorons from March 2021 but is now used by the Wild Animals as well - as King Dodongo needs to be killed in Dodongo's cavern before he spawns for the Gorons. The question-mark model is as such replaced with a proper King Dodongo model.
5. 90% of the stats in the mod have been returned to those of the 3.7 release of Hyrule: Total War - a version released in December 2014. I had managed to get a hold of it a few weeks back and got the idea to compare it with my build. The stats were quite different there for a bunch of units - expect all the crews to be fewer, the giants will have lower defence values (even though they'll still keep their projectiles and high attack-damage against walls), many units are weaker, some are stronger, a few have locked morale and others have lost theirs - the stats are like in Neph's original mod except in specific cases where I had improved on a unit specifically for gameplay reasons. The giants were too over powered and I felt they needed to be nerfed back to their old stats. It's true that they won't be bosses in the same way but they're still alright just easily killed by enemy ranged units - making it more important to protect them from archers, javeliners or crossbowmen.You'll find out which units have been nerfed and which ones are stronger.
6. The old stats will make sure that the Hyrule Historia Missions won't be impossible to beat. The bosses might be stronger due to their projectiles but they're now killable at least without mages or siege. They could be killed by arrows in the older version too but it required too many arrows - the giants might even be killable in melee now which is good for the Missions.
I might have improved on something else as well - enjoy the hopefully final release - at least it's the one you'll have to deal with in the near future.
2023-07-22 - To be written, but to mention a few things:
1. Changes to the Crusades/Cleansings - All the Sages moved to the upper-left corner of the map, Demoko, The First Sage of Time/the Pope moved there as well with his battle-model as he is immortal unless killed in battle, the Counsil of Sages divided up between the Crusading/Cleansing factions.
2. Four (4) New Crusading/Cleansing Catholic/Goddess Worshipping factions - the Kokiri, the Gorons, the Zora and the Lanayru Province - they're joining the Kingdom of Hyrule, the Sheikah, the Ordona Province, the Gerudo, the Huskus Remnants and the Oocca.
3. Jihads/Infestations properly implemented for the first time in this mod, as in older versions of my submod the Infestations were in the files to some degree but couldn't be called as the Gohma Amplifiers/Priests lacked the Piety levels to call an Infestation - they need 4-5 Piety to call an Infestation but only had 0 Piety - I've added 7 Gohma Grand Amplifiers to the lower-right corner with 5 Piety - enough to call an Infestation.
The Islam religion is the "Will of the Gohma"-religion in this mod, and the Gohma were allies of Lord Akazoo of the undead Stalfos - I've added the Islamic/"Will of the Gohma"-religion to the Stalfos replacing the "Atheism"-religion previously used by them and Labrynna - instead they will now be able to cooperate with the Gohma in the Infestations. Seven Stalfos Grand Necromancers have been moved to the lower-right corner of the map - they can also call Infestations.
If you as the Player is playing as the Gohma then you can select one of your Gohma Grand Amplifiers and then select their "Call Infestation"-button - which will take you to a screen where you get to pick 10 capitals to call an Infestation upon - these are random unless you hand out the "jihad"-trait to 10 specific regions/settlements - that's what I have done, and as such all the settlements available are accurate to Hyrule Historia lore. After calling an Infestation the Stalfos AI will also join it - meaning you get to direct their armies through the Infestations.
If you play as the Stalfos you can instead do the same thing using the Grand Necromancers - allowing you to direct the Gohma invasions through the Infestation-feature.
Of course the AI can also randomly invoke an Infestation, and they usually do it post-turn 50 after a Cleansing/Crusade has already commenced and when it is about to end.
So there are 10 Cleansing factions, and 2 Infestation factions.
4. I've added Hero Abilities to quite a few heroes that I had missed out on previously - such as the AI-controlled versions of certain heroes, to the Minor Faction Heroes that I had ignored (they only get Hero Abilities as the AI, or if you play as their factions, but not if they assimilate into your faction).
5. I've fixed some bugs relating to the Pope/First Sage of Time, to the Order of the Wizzrobe in the Hyrule Historia Campaign and elsewhere.
6. I've re-implemented strat-models like the Stalfos Priest by removing the Lanayru Priestess which used a separate model from the Zora Priestess - and instead I've added that Priestess as a 2nd texture, the River Zora Diplomats are back, the Oocca has Liyer as their only Diplomat using a Sheikah Merchant strat-map model and Agitha is now also a Diplomat for the Gohma - their only Diplomat in the mod - of course she is both a general and a diplomat.
7. Ordona Province starts out with Timberfell and its garrison.
8. Queen Midna's army when she spawns after winning the civil war has been altered - she now has a Repentants bodyguard instead of the generic "Twili Infantry", and she has "Avatars of Majora"-Heavy Cavalry replacing three units of Twili-Armos, and has additional Spider Swarm-Cavalry.
Una the Brave/Great Fairy Una now also has a giant army when she spawns - made up of infantry including the deadly Twili-Armos.
I thought that Midna's spawn was too weak previously.
9. Venus, Queen of the Mad of the Fairies of Tarm, and Morsheen, Great Fairy Priest of the Twilight Realm - now have an increased Health Point number (hits they can take before dying) and they also have the "Very Hardy"-attribute added.
10. Mercenary Malon is a proper general instead of an officer - the model of Malon is the general now. She can be hired near Lon Lon Ranch by the Kingdom of Hyrule or the Ordona Province - only Ordona has her strat-map model on the map.
11. I've fixed certain bodyguards of characters and replaced the former ones.
12. I've made the Daira Marauders more common to recruit as Mercs for the Gerudo.
13. The Darknut Legion has been nerfed as they'd always win - their basic troops have 1 HP instead of 2 (Health Points, points they can take before dying), their medium troops are mostly the same with 2 HP but some of their Heavy Cavalry have also been lowered in their HP - and their elites still have 3 HP. All in all their big number of basic troops should be much weaker now in auto-resolved battles!
14. Oh, and all the Jihad-texts have been updated to fit this mod - I had to replace quite a few lines of text from Muslims and Jihad to Gohma, Infestations and Undead and their will to kill the living or consume them!
15. And more that I can't remember right now.
2023-07-18 - A hopefully final patch has been released for the mod Hyrule Total War: Classic Ultimate - it's a full upload so you'd need to download the entire mod again - delete the old version and insert this new one.
Changes? There are quite a few changes done.
1. General/Alive/Human Akazoo is playable as the player only in both of the Hyrule Historia-campaigns as the Kingdom of Hyrule. He is removed in the late-game when Lord (undead) Akazoo spawns for the AII. He is a custom hero with a unique custom battle-model. No custom strat-model - Due to the Kingdom of Hyrule being at the hardcoded limit on strat-mapm models that each faction can have. He is replacing Ikana-Link - Because Link was glitched in battle - The Ikanian generals had a taller skeleton.
2. I also hopefully fixed an issue where Una the Brave/Great Fairy Una spawned for both Zant and Midna in the same campaign.
3. The Hyrule Historia campaigns will see some changes to the heroes - Princess Zelda 5 is using the 4.6 model in both Hyrule Historia-campaigns - I've replaced the old Zelda V with 4.6 Zelda 5 there, Link has changed in battle in all the campaigns for two factions - 4.6 Adult Link/Young Link is used for the Wizzrobe in battle - The old green Link is unique to the Ordona Province - 4.6 Older Link with a beard is used by the Kingdom of Hyrule in battle, Impa is using the 4.6 model in the service of the Kingdom of Hyrule as the player only in all the campaigns - as Hyrule doesn't use her strat-model unlike the Sheikah,
4. Lana/Cia have a new bodyguard - Cia used the Illusionists in the past who are infantry, Lana used the "Armored Acolytes" - a mix between a weaker mage and medium infantry - The Hero Carock already used the Illusionists as his bodyguard, and the hero Link used the Armored Acolytes since the 2023 release of February 25th - as such I felt that neither Cia nor Lana should use these same bodyguards - Cia is Lana at a later stage n the story, and Lana is a younger version of Cia - as I didn't want one to be over powered compared to the other I had no choice but to give the same bodyguard to both, and Lana had a bodyguard of "Hylian Wizards" in v.4.6 of Hyrule: Total War - I've added the older iteration of this same unit to both of these heroes! So they're actal mages now - wizards who can fire deadly beams at enemies - Lana is only in the Hyrule Historia-Campaigns and Cia only in the FreeForm Campaigns.
5. Venus and Morsheen (4.6 Veran who looks very different from the old Veran and looked a bit more like Morsheen) aren't real generals due to having unique custom animations that would cause them to glitch out as generals. I had at first added Morsheen as a real general.. Due to said glitch I changed her to an officer but I didn't like how she would die if the generic general died.. In the end I decided to add her and Venus as normal units similar to the Maku Tree of Horon. No traits and no hero abilities. But They're custom officers. This means that they're unique units. Venus the Mad is the Queen of the Mad Mystics - An elite female Fairy unit in the roster of the Fairies of Tarm - A really hot model too - Neph did an awesome job - None of them have strat-map models as they're not true generals - They do have command - Units near them will get increased morale - They do also scare infantry and cavalry - They can escape from battles - They can fly over rivers, At least Venus can - So Morsheen is the third Great Fairy of the Twilight Realm - She was added to QUEEN Midna, who now starts out with Queen Midna herself, Una the Brave and Morsheen - While Veran is in Labrynna or the Fairies of Tarm depending on the faction played - Morsheen is pretty much the 4.6 version of Veran, as We didn't have a Morsheen model, but she looks very different - If Queen Midna surrenders to Prince Zant then Morsheen will join with Prince Zant - and if Imp Midna is ever restored to the throne and forces King Zant's surrender then she'll join the restored Queen Midna - as long as the unit still exists of course - I've added the unit for both Zant and Midna, but she won't join Prince Zant unless Queen Midna surrenders and only if the unit is still alive - due to her being a unit instead of a general (with the hero being an officer - no script was needed for this, and all I needed to do was add the unit for both factions - I decided on this option when I realized how much easier it would be to implement.
6. The Forces of the Twilight can recruit Wraths of Majora (The Majora female officer unit) from the Majora Church of Uzu. In the Hyrule Historia Majora aided Veran and Morsheen with all five spawns of Majora. I decided only on one unit - Because it's the chosen bodyguard of Morsheen, Morsheen isn't a giant like old Veran - She is twice as tall as a normal human, but counts as a normal unit- Not a single-entity unit.
7. All religious pre-requisites for the Church of Majora to recruit Majora Spawns/Demons are gone, It was unfair as the Oocca has priests that are maxed-out - And there were a bug causing the Majora Priest-unit to increase the wrong faith in any region which was entirely unintended - I just decided to remove the religious prerequisites altogether. The Church of Majora underperformed anyway - Players wrote to me stating that they can't recruit the demons because the faith decreases until it's gone entirely. Now instead they will always be available after you construct the Majora Churches as the Church of Majora. The Twilight factions only got one Majora-demon unit.
8. I had to remove one unit - the Ampilus Crabs in use by the Wild Animals - a faction with only like four garrisons on the map and two of these were the Ampilus Crabs in Mothulus or the Sunken City - these places now have Zora Infantry instead - as I had to remove the unit in order to re-implement the old entry for the Fairy Queen Hero of the Fairies of Tarm - she had been horrendously glitched as a general due to being too small for the Fairy General's generic animation and skeleton - by re-implementing the old EDU-entry from HTW 3.6 released in 2014 I did manage to solve her issue and she is now looking great again - but she isn't the general - she is an officer while the real general is the generic one in the unit - if the generic one dies the unit will also die - and the Fairy Queen can as such die without the unit dying as she isn't the de-facto general in battle. It was the only way to not have her T-posing.
9. Speaking of removing units, I also had to remove two units - the Wild Aruroda and the Wild Aracha - from the Wild Animals because I needed those slots for the previously mentioned heroes Morsheen of the Twilight Realm and Venus of the Fairies. I did also remove the giant Moldarach at the same time - a cavalry unit - as I simply thought these units - while cool - where a waste as the Wild Animals can't recruit in the game, cannot act, they will only ever stay passive wherever they are and they only had one army with the Moldarach giant scorpion leading it while the rest being made up of smaller Wild Arachas and Arurodas - while the battle was fun (I played it back in January when I playtested as the Lanayru Privince) they're only seen once and then theyä're gone from the game -I felt that two of the slots were better used for the heroes who needed slots in the EDU-file or they'd also bug out as the general in battle due to having custom skeletons or custom animations that didn't fit with the factions generic general - as for the Moldarach I instead wanted to add a new cavalry unit to the game for one of the playable factions. It didn't make sense to add them to the Gohma, the Lanayru or the River Zora - even though I had almost added them to the River Zora back in February until I changed my mind due to these creatures being too wild and ferocious. And the moldarach was said to be one single creature.
10. The Sheikah now have their first cavalry-unit-the Devoured Bongo - basically many smaller versions of the monstrosity known as Bongo-Bongo - it's a Heavy Cavalry unit and it lost against the Stallhounds of the Stalfos Undead - however I do believe that these units are more effective against enemy infantry where they do steamroll the enemy - but they're not that good against other cavalry! The new unit is also available to the Church of Majora should they ever conquer Kakariko and construct the right building - it might even be available from other "Sheikah"-areas like Naldoriko, Sorkariko, and Malkariko.
11. Lastly I've replaced a bunch of really small Unit_Info cards of factions such as the Kingdom of Hyrule, the Ordona Province, the Sheikah Cadre, the Zora, the Gerudo, the Zuna, the Lizalfos and the Darknuts - so in the oldest versions of Hyrule Total War - essentially version 2.0 - there were Agent Cards for some of the older agents that were in the same resolution and size as the unit_info cards for the units of all the factions - these cards were simply too big for the ramification - but in HTW 4.6 there were slightly adjusted and smaller agent pictures of the more recent models from the year 2015 and onwards by Neph, in the old 3.6 version and probably since 3.3 the unit_info cards had also been made smaller than in 2.0 but they're simply too small - I've re-added the 2.0 cards and given them the same size as for the 4.6 cards - unfortunately there were a few agents that never got the huge cards so they're unchanged still.
Hopefully this time the release will not have any nasty surprises in the form of bugs - of course the mod can still crash randomly in battle so always save your game before and after every battle fought in real-time - the mod is stable on the map - except when you win battles and return t the map - sometimes it can crash there - usually when you execute the enemy - avoiding "Let them Have it" against many enemies helps but is not fail-proof - executing smaller numbers is no problem however - and if the real-time battle isn't fought then you can always "Let them have It" or in other words "Execute them" - make sure to have more thanone save per campaign as a save-game file can get corrupted - you don't want to lose all your progress. When a save is corrupted you'd crash when loading it - overwriting it will fix it but only if you have more than one save so that you can start a little bit earlier and replay a battle or so - instead of retarting the enitre campaign!
You do need to patch the medieval2.exe and the kingdoms.exe with the program known as the 4gb patch or the game won't even run.
You also do need to use the M2TWEOP-tool launcher on Windows 10 or the weird creatures or giants will cause an immediate crash when you enter a battle. On a Windows XP, Vista or 7 this is not required - but for two units - the Shadow Bloats of the Twilight factions and the Mazura cavalry of the Darknut Legion - those two units will crash on all computers without the tool. Well, they can work if you avoid having the camera on them too much - but if you want them to never crash use the tool. On a Windows 10 or 11 the tool is a must!
This might be the final release unless I'm surprised by more issues and bugs while playing. I'll hope you enjoy the submod!
2023-05-25 - Fixing and final updates done to the mod!
1. Una the Brave/Great Fairy Una didn't get her proper model on the map and in battle as Prince Zant after Queen Midna had been killed.
- The reason was the coordinates of the spawn, I changed them back to how they were for another Una-spawn and she worked. A dude had reported her not working like back in March. I didn't listen because she worked in February after extensive testing. But I seem to have messed up her coordinates like in the final minutes before the release.
- Una the Brave/Great Fairy Una will spawn with her proper model both in battle and on the map one turn after Queen Midna has been killed - she'll spawn outside of Sand Crab Cove in Hyrule.
2. Glitched Twili Portal when Playing as the Forces of the Twilight under Prince Zant under Multiplayer/Hotseat in single-player under this menu - (Multiplayer/Hotseat has faster end-turn times).
- The Twili Portals now work when playing as Prince Zant of the Forces of the Twilight, both in single-player under multiplayer/hotseat with the faster end-turn times and in under the normal single-player menu.
- It's important to never play both Midna and Zant in the same campaign using hotseat or the Twili Portal will be glitched and you won't be able to move troops from the Twilight Realm and into Hyrule - however the portal from Hyrule to the Twilight Realm will work even when playing as both - but not the portal in the Twilight Realm - it's not supported or intended to play both Midna and Zant at the same time as such.
- The fix is fixing the Twili Portal bug in single-player only - it's still present in multiplayer when playing both Twili factions - it's fine to play one Twili faction and all the other factions though.
- Beware also that the Sheikah have a unique script which will trigger for every new turn resulting in a lot of clicking "yes" or "no" to said script if you use them in hotseat with other factions - it will trigger for every faction that you play as in hotseat multiplayer as long as you play as the Sheikah - it's as such only recommended to play as the Sheikah in hotseat multiplayer if you have the patience to click yes or no multiple times.
3. Glitched Twili Portal when playing as Queen Midna, as the portal turns into a generic general which can't be used as a portal whenever Prince Zant's forces have been spared!
- Fixed - it's suggested to never play more than 26 out of 28 factions in hotseat - excluding the Sheikah and one of the Twilight factions - you can play as the Sheikah though if you don't care about clicking "yes" or "no" multiple times.
- Never play as both Midna or Zant or the "Twili Portal Glitch" will mess up the portal and you won't be able to move anyone from the Twilight Realm after Zant's forces have been spared - it's only fixed when you play one Twilight faction.
-In order to avoid multiple Link spawning in a multiplayer/hotseat campaign just select the Kingdom of Hyrule only and wait at least until turn 5 before you use the cheat console to use the "control faction" cheat in order to take control over the others - you can find the code-names of each faction in the descr_strat which you can open with notepad++ - generally most factions are named things like "Hylian", Gerudo" etc with a few exceptions - the Oocca are named the "papal_states", the Wild Animals are named "saxons" and the Ancient Hylians are named "herooftime".
4. The Stalfos Stalhounds light infantry unit couldn't attack in a prolonged melee and just stood there doing nothing - they could kill a few enemies in the charge but then ended up just getting cut down by the enemy without doing anything!
- I've fixed the issue by replacing the old model of the Stalhounds with a new Hyrule: Total War 4.6 model instead - the new model is a mount or heavy cavalry/beast unit - instead of having one model for the unit it has a mount-body and a rider-head - this new Stalhounds-unit is counted as heavy cavalry and is way more effective when charging at the enemy as it can take out almost an entire unit in its charge, and it will also be better in autoresolves due to being a heavy cav unit - it still has issues in a prolonged melee in this submod unlike in version 4.6 despite using the same animations and entries - it is not perfect but it can use it's head to kill enemies in a melee despite not doing it a lot.
- The new V.4.6 Stalhounds is a much more effective unit.
- I had to remove a mount in order to implement the new Stalhounds, as simply replacing the old Stalhounds weren't possible as they were infantry - I did remove the "Ordonian Horse" and gave them the "Epona Horse" in use by Malon and the Mounted Recruits of the Kingdom of Hyrule instead - I were out of free slots in the descr_mounts-file and had to remove a mount in order for the new Stalhounds to be implemented.
5. I've moved the leader of the Subrosian faction - Rosa the Harsh - to the mainland Hyrule from the start as the AI would never leave the Subrosian Underground, and would also never go there - in essence rendering Rosa an enemy of the player only when going to Subrosia - now instead she'll spawn in Hyrule for the AI and will partake in the battles there.
- Rosa the Harsh has a custom model both in battle and on the map - it was a waste for her not to be in Hyrule.
6. The Hylian Diplomat shared with Horon, the Zora Diplomat, the Ordonian Diplomat, the Fairy Diplomat and the fairy Mad Mystics Merchant all have the princess-animation now - which is an alternate animation for the diplomats making them walk like ladies and speak to people like ladies - it was previously in use only by the Gerudo Diplomat.
- I simply thought it fit these diplomats better.
6. The Tokay Diplomat is back on the map, and instead the Stalfos Priest, which was only available from Kakariko anyway - a region the Stalfos would never take as the AI - have been removed instead.
7. The Subrosian, Huskus and Zuna factions all have diplomats now - the Subrosian share the Goron Diplomat, the Huskus Remnants share the Kokiri Korok Diplomat and the Zuna shares the Darknut Legion Diplomat - all the minor factions needed diplomats because they do have a unique script allowing the player to get all their regions, heroes and troops on the map + plus gaining the ability to recruit their troops from any region that they hold at the time of the "assimilation" if they ally the player and stay allied for 10 turns.
- Sending a diplomat to the minor factions and asking for an alliance would often get ignored or declined - it's mucj easier if the AI is the one sending a diplomat to you as that happened to me with the Zuna in an older release back when they had Zuna Diplomats - an agent removed due to me reaching an hardcoded limit of strat-models that the file descr_model_strats can have - by handing diplomats to all the minor factions they will now be able to ask the player for an alliance instead which allows the player to simply accept or decline.
8. The River Zora are "Wild Zora" and as such can be compared to the Wild Animals and the Gohma in the sense that they're feral - they wouldn't send diplomats to anybody and as such I've removed their diplomats - their Princess Zookuf did ally King Zant but that's similar to Agitha of the Gohma making a temporary alliance with Lord Akazoo of the Stalfos - the River Zora are still allied to Zant but have lost the ability to hire their own diplomats.
9. Glitched generals for the "Rebels" or the "Slave faction" - they used the "Wild Life" Aracha animation causing all the humanoid rebel generals to look horrendously glitched - a player mentioned how the Keaton Baron Halthor had a T-pose..
- Fixed - I've replaced the "saxons"-line with the "slave"line so now these rebel generals on the map will use the Hylian Human skeleton as their skeleton and not the aracha. Halthor, Wazkora, Mahxhai, Hylian/Sheikah Rebel Generals etc have all been fixed and will look fine in battle now.
10. Imp-Midna couldn't recruit any diplomats in her campaign!
- This has been fixed, and I've also removed an obsolete recruitment-line for Zant's diplomats based on an older script that is no longer present in the mod.
- Imp-Midna will now be able to recruit/hire Diplomats from an Embassy like most other factions.
- In order to play as Imp-Midna you'd need to lose against Prince Zant in the Civil War and then accept his "surrender terms" - King Zant will get all her regions, heroes and troops - but he will spare her transforming her into a foul Imp and sending her to Hyrule - where she will spawn immediately upon clicking "yes" to the surrender together with two units of Repentants next to Arbiter Grounds - Link will spawn one or two turns later and they'll have access to 9k rupees for which they can hire mercenaries or recruit troops if they conquer areas.
11. Deku Scrub Heavy Cavalry Elephants - the "Plowers" had extremely few numbers after being nerfed too much back in the spring of 2019 - they could hardly defeat one unit of the Gerudo's weakest troops!
- This has been fixed - they're back at having 25 mounts/elephants in a unit instead of their old 11 - and they do have 150 riders instead of their old 10 or so - expect the unit to be a powerful unit in the Deku Scrubs roster.
- The Plowers can plow through enemies and can easily cut down 150 infantry of the enemy in comparison to their own number of 50 losses when the unit is down. It can smack a heavy puch above it's own weight, while still being killable by enemy infantry - enemy infantry can kill it unlike in 2019 where it was basically immortal - but now unlike in the releases up to this point of the sub mod it's able to kill a lot of infantry before going down - enemy ranged units are still very effective against the unit because it's slow.
12. Forgotten Changes of the previous February 25th 2023 release!
- The Order of the Wizzrobe did get access to the Ancient Trebuchets, a unit that used to be available to the Kingdom of Hyrule from Vigjaro - the Wizzrobe Capital but that is now unique to the Order - the order of the Wizzrobe as such have two siege engines like most other actions.
- Loftwing Cavaliers - Light Cavalry of Hylian Mages riding the extingt bird-mount called the Loftwing - it didn't make sense to not use the unit just because it's extinct in Neph's lore - it's far too cool a unit for that - plus the Order of the Wizzrobe did lack cavalry.
- Together with the "Wizzrobe Hylian Knights" this means that the Order of the Wizzrobe now has 2 Siege Engines, Heavy Cavalry and a heavy Infantry unit - in older releases they only had one Siege Engine and they completely lacked in cavalry and in heavy infantry.
- The Kingdom of Hyrule can recruit the "Windtribe Soldiers" as a bonus from the Fairy Capital if they ever go there and take it - this were also in the February 25th update without being mentioned.
13. Slow replenishment-time of 10 turns for the "area-of-recruitment-units" of the Sky City/Seshei, Korkuloki (Volvagian capital), Picoroue Ruins (Minish Capital), Vigjaro (Hyrule regional Hylian Wizzrobe units) and Kakariko (Sheikah regional Units for Hyrule)!
- Sky City/Seshei Units will now take 5 turns until a unit is available for recruitment again - this is for other factions than the Oocca - the Replenishment-time is down to 5 from 10 turns, besides this I've done the same to any regional area-of-recruitment-unit - like the Volvagian Clutch Queens available from Korkuloki, the Minish Armos available from Picoroue Ruins etc, and I've done it to any unit that had 10 turns in-between recruitment availability except for the mercenaries..
- Ancient Mages, Loftwing cavaliers and Armoured Acolytes for the Kingdom of Hyrule have also had their replenishment-time lowered to 5 from 10 - at least any unit out of these that had 10 has been lowered. They're only available after you take the area from the Order of the Wizzrobe - you won't get them if you haven't first fought and defeated the Order - in the Hyrule Histoia campaign this means that they won't be available even if you hold Vigjaro until after the Wizzrobes have spawned.
- Sheikah regional Recruitment units for Hyrule have also had their replenishment-time lowered from 10 turns to 5 turns.
- Sheikah Elite units - the Blood Knights and the Devoured - available only when playing the Battle Stance and recruitable from Kakariko Village - has had their replenishment-time lowered from 10 to 5 turns as well.
14. Increased Replenishment-time for the static Defensive units of the Zora, the Gorons and the Fairies - the Zora Spire, the Goron Bomb Platforms and the Perception Ward of the Fairies of Tarm!!
- The Kokiri Barricades and the Labrynna Gunner Posts had previously been nerfed by increasing their replenishment-time from 5 turns to 10 turns, for some reason I had forgotten to hand out the same changes tot he Goron Bomb Platforms - hence why they're so common up until this release - the Zora Spire and the Fairy Perception Ward were re-implemented in the latest February 25th 2023 release of the mod and as such I'd forgotten to add the same nerf to them - in the new release of today I've increased the replenishment-time to 10 turns for all three of these really powerful defensive and static units - they'll be way less common in the campaign.
- The Gohma, the River Zora and the OOcca do not have diplomats - The Gohma wants to kill everybody, the River Zora wants to kill everybody and the Oocca doesn't want to speak to anyone in Hyrule due to thinking themselves superior being the gods of Hyrule.
- The Gohma have an alliance witht he Undead Stalfos because the girl Agitha made a temporary alliance with their leader Lord Akazoo - who raised her as a child after her parents died int he Gerudo Wars - and the River Zora are allied with King Zant/Prince Zant due to their secret leaders having a relationship with Zant and helping to construct the Twili Portals.
This is it folks - hopefully this is the final update!.
2023-04-19 - Fixing done to the mod!
- Young Rutela/General Rutela didn't have her own strat-map model on the map and instead spawned as Priestess Telara - this was because I had mistakenly deleted the entry for Young Rutela in the traits-file mistaking it for a copy of the ordinary Rutela model. I was surprised to see Telara spawn instead of Young Rutela. I'd guess mistakes can happen when you're out of slots and need to free up space.
Young Rutela/General Rutela is back on the map.
2023-03-04 - Fixing done to the mod!
2nd Update - I had forgotten to remove the script where the Triforce Vanguards are moved off-map after the turn ends - re-download the mod if you want to be able to recruit them or keep the other release uploaded in the morning of March 04 - 2023 - if you're one of the people who downloaded the February 25th, 2023 release of the mod - then I highly suggest re-downloading the latest version with not just the fixes but also added features mentioned below.
- Glitched Veran in hotseat when playing multiple factions or taking control of Labrynna in the middle of the game has been fixed - she had the wrong picture, no traits, the wrong model and spawned like 6 different versions of herself - thanks to the fix she should now have the proper picture, the proper traits and the proper model - but she might still be 6 Veran in hotseat - nut sure.
-Glitched Zanti-portal - When you won against Queen Midna and built the portal to Hyrule the portal in Hyrule outside of Arbiter Grounds wouldn't work and would actually be two generic generals with the name and picture of the portal - and one out of the two wouldn't have working traits or a name. I've fixed this, so in hotseat-multiplayer there will still be two portals spawning in Hyrule but only one of them is the real one - the fake one will have the same name and picture but is using a generic general strat-map model - this I couldn't fix - and the fake one spawns at the location where the real one should be placed. I do suggest to move the fake-one elsewhere and then have it killed in battle - then move the one using the actual Twili Portal strat-map model to the location where the other one started and it will work as it should.
In single player there were no issues with the portal - in hotseat the fact the name of the portal where the same for both Midna and Zant did cause these issues.
- Reverted Cavalry - I didn't much enjoy how over powered the Kingdom of Hyrule became with easy access to cavalry - the Sheikah who used to be a challenge was defeated in a minute by the "Mounted Recruits" - and that's just the light cavalry of the Kingdom - needless to say I did revert the cav-recruitment to how it were in the 2021 release - only available from Lon-Lon ranch.
- Malmord - the Keeper of Fate - I've implemented a final hero to the mod - Undead Azrily - she will spawn post turn 96 as long as Azrily is dead. In the Hyrule Historia Campaign the Sheikah spawns at turn 94 or so - so I needed to place Undead Azrily later than turn 94 or she'd spawn prior to Azrily in that campaign.
- Bongo-Bongo and Bongo existing at the same time-issue - In the Freeform Campaign Bongo spawns together with the other Sheikah at turn 3 - this means that Bongo-Bongo who spawned at turn 5 or so did only show up after Bongo had been killed. But in the Hyrule Historia Campaign Bongo-Bongo would spawn on turn 5 while Bongo showed up way later on turn 94 or so.. I had no choice but to move Bongo-Bongo's spawn to post turn 94 in order to solve this issue - it will affect all the campaigns.
- Triforce Vanguards available from the Temple of Time - I've added them as a recruit-able unit for the Church of Majora and the Kingdom of Hyrule - they will still spawn if Hyrule Prime is under siege with one unit and won't disappear after
- Hero Abilities - I've added Hero Abilities to 99% of all heroes - actually 100% but one or two might have a glitched one still. The idea was that every hero should have a suitable hero ability and if I didn't have unique ones then they should use whatever suits them best - expect every hero for every faction to have hero abilities in battle.
- Twili recruitment fixed - I've fixed many issues with the Zanti/Midna recruitment of units from the other side after the civil war is over. Expect Midna to now get all of Zant's troops, and Zant to get all of Midna's troops - but only if the other side surrenders - if they aren't spared or do not surrender then your faction or the AI of the faction that won won't be able to recruit the other sides troops.
Clicking "Yes" on sparing Zant or Midna will give the winning side the units of that side, both the remnant forces and as recruit-able units in the campaign - clicking "no" to sparing them will just prevent your faction or the winning AI-controlled faction from recruiting the units of the losing side.
This is Hyrule Total War: Classic Ultimate with 28 out of 28 factions having all their strat-model Generals and heroes updated + some agents and captains/Soldiers:
- We have updated generals and heroes on the map for the Sheikah.
- We have updated generals and heroes on the map for the Order of the Wizzrobe.
- We have updated generals and heroes on the map for the Ordona Province.
- We have updated generals and heroes on the map for the Gerudo.
- We have updated generals and heroes on the map for the Zora.
- We have updated generals and heroes on the map for the Fairies of Tarm.
- We have updated generals and heroes on the map for the Labrynna Regime.
- We have updated generals and heroes on the map for the Church of Majora.
- We have updated generals and heroes on the map for the Stalfos.
- We have New generals and heroes on the map for the Gohma.
- We have New generals and heroes on the map for the Kokiri.
- We have New generals and heroes on the map for the Moblins.
- We have New generals and heroes on the map for the Lizalfos.
- We have New generals and heroes on the map for the Darknut Legion.
- We have New generals and heroes on the map for the Deku Tribes/Scrubs.
- We have New generals and heroes on the map for the Forces of the Twilight under Queen Midna.
- We have New generals and heroes on the map for the Forces of the Twilight under Prince/King Zant.
- We have Updated generals and heroes on the map for the Lanayru Province.
- We have New generals and heroes on the map for the Kingdom of Ikana.
And that's just the 79 new strat-map models of the mod, credits to Louis Lux for Prince Zant and Princess Zelda III of the Order of the Wizzrobe!
Besides the models we have many balance-changes, bug-fixes, a big list of new scripts such as:
- Humanoid Demise - Demise in his humanoid form
- Vaati-Wrath - Druthuludi form of Vaati
- Queen Laruto - Future Queen of the Lanayru
- Veran the Cunning - Labrynnian Advisor to Queen Ambi - If Fairy Veran dies
- Wazkora - Crown Ridge Goron Chief
- Halthor - Keaton Robber Baron
- Majora Zelda, Majora Link, Majora Lulu, Majora Nabooru, Majora Ashei, Majora Queen Ambi & Majora Rutela
- Undead Onox AI
- Undead Onox
- Una the Brave - Great Fairy in the Service of Queen Midna - Will Join King Zant at Midna's Surrender
- Una the Brave - Great Fairy in the Service of Queen Midna - Will Join Imp Midna as she is restored to Queen from Imp
- Lady Middee the Cunning - Bonemold Monk in the Service of Prince Zant - Will Join Queen Midna at Zant's Death
- Lady Middee the Cunning - Bonemold Monk in the Service of Prince Zant - Will Join Imp Midna at Zant's Death
- Dark/General Onox - Swimming Dragon - Will Join Queen Midna at Zant's Death
- Dark/General Onox - Swimming Dragon - Will Join Imp Midna at Zant's Death
- Argorok the Dragon - Flying Dragon - Will Join Queen Midna at Zant's Death
- Argorok the Dragon - Flying Dragon - Will Join Imp Midna at Zant's Death
- Zant's Shadow Bloat Pet Olg - Loyal Pet of Prince Zant - Will Join Queen Midna at Zant's Death
- Zant's Shadow Bloat Pet Olg - Loyal Pet of Prince Zant - Will Join Imp Midna at Zant's Death
- Queen Midna & Una Victorious Invasion Spawn - Will Spawn in Hyrule - Queen Midna has an elite army
- King Zant's Invasion Script - Will Spawn in Hyrule - King Zant + Heroes with huge stacks
- Midna-Link - The Hero of Hyrule - Will Join Imp Midna at Arbiter Grounds
- Imp-Midna Restoration Script - Will become Queen Midna again
- Ikana-Link - Majora-Cultist-Link - Will Join the Kingdom of Ikana if the player plays as them
- Gohma Infested Mido
- Tetralyna Nohansen Zelda 5 - Tetra - Leader of the New Hyrule Expedition of Great Sea: Total War - Lanayru + Hyrule in one faction
- Aryll - A Young Surveyor and companion of Tetra - Hero in the New Hyrule Expedition of Great Sea: Total War - Lanayru + Hyrule in one faction
- Sheik - Princess Zelda IV in Disguise - Kingdom of Hyrule
- Sheik - Princess Zelda IV in Disguise - Sheikah
- Twili Portal Midna/Zant Reinforcements AI Only
- There are also Link for the following factions - Lanayru Province, Horon, Ordona Province, Sheikah Cadre, Order of the Wizzrobe, Labrynna Regime, Church of Majora and Forces of the Twilight under Zant.
- Fairy Veran spawns for the player if playing the Fairies of Tarm - will also spawn if you play as the Kingdom of Hyrule, the Sheikah, the Moblins, the Gerudo or the Zora.
General/Young Rutela will spawn if you play as any of those factions as well.
- Balance-changes.