Here you can witness the combination of four games from the "Ancient Wars: Sparta" series. That makes 5 games in total. "Burut CT" has also made some models for the other games made by World-Forge. We, Internal Five will overhaul the gameplay, balance everything, add more content and change whatever is possible to make the game more fun,...

Post news Report RSS World Forge: Legends V1.00 ChangeLog/Log

A changelog/Log(Since it's the firs version of the mod)

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23.04.2016 - World Forge: Legends V1.00 ChangeLog/Log
[Races]
- Added Macedonians, Indians, Crusaders, Mongolians and Russians
[Resources]
- Added 100k+ Resources for every races (DeathMatch)
- Made Goldmines Unlimited (Gold 99999+)
[Maps]
- Included The Golden Horde Maps (The 4 Official ones. We haven't made them gold resourcable but it's playable)
[Units]
- Added a new unit for Spartans (Spartan Elite Unit. We've taken the model from Cleombrotus AoA Version)
- Changed Entity types for Spartan units (Psils are Civilians, Spartiads are Light Infantry, Hoplites are Medium, and the Spartan Elite Units are Heavy)
- The Spartan Elite Unit can only be Spawned as a melee unit
- Added two new units for Indians
- Added an option to make Knigh and Knight Commander from the Barracks (No need to lvl up units anymore)
- Added Special unit for Crusaders (Villiger of Liberation who can carry a flag)
- Added two different Medium units for Indians and edited the Light units aswell
- Every unit is Helmet Compatible (Note that the Range Knight, and Knight Commader don't have a helmet, while the Melee Crossbow man doesn't have one aswell)
- Added a command ability to creat buildings with workers for Russians
[Buildings]
- Added a normal Goldmine for Crusaders (We're working on make the goldmine work just like in AoA)
- Added new buildings for Crusaders (Stables, Villiage, Village of Liberation. The normal Village is used for food making)
- Added an option that spawns units in the Crusaders "Castle" (The Castle is used for range units)
- Fixed a glitch that didn't open doors after spawning units for Indians
- Removed the Annex option for Russian buildings (This means that the buldings don't have to be fixated to the Main Building aka Town)
- Removed an option for the Russian town to make buildings
- Made Cremlin a building that spawns range units
[Upgrades]
- Added a new upgrade for Egyptians, Spartans and Indians (The Egyptians can use Blowguns now, The Spartan can use Helberts aswell as the Spartan Elite Unit with a Perk, and added three new Unit upgrades for Indians)
- Added Knight and Knight Commander upgrades (Can be upgraded from the "Curch")
- Added Upgrades for Russians (Can also be upgraded from the Russian "Curch")
- Fixed the Hoplon upgrade not adding the Hoplon in the player_inventory
[Items]
- Made all the Crusaders, Mongolians and Russian Weaponry more effective in battle
- Made Indian Weapons more effective (Added a little boost to it)

Known Glitchs:
Don't be confused to find a glitch in the Barrack with Psils spawning with clubs that are called "none". This glitch is from "The Golden Horde" unit designer, which didn't have an option for Range and Melee. The glitch isn't that big, just remove the none and add whichever weapon u want. Doors won't open for the Crusaders "Fortress" (Not sure why). The Crusaders "Village" is used for making food, yet they just put hay on the ground and kill something with an axe. Some animations aren't supported for the Golden Horde Models. DON'T MIX THE ANCIENT AND MIDDLE AGE WEAPONS TOGETHER THEN WON'T WORK. We still haven't added all the animations to it so the ancient weapons can't be combinet with the middle aged ones. The AI for Crusaders, Russians an Mongolians doesn't work. The indians can't spawn units, yet they can build anything else. The Macedonians work perfectly, now the Heros attack aswell.

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