A dark fantasy mod with a gothic asthetic. Based upon the art and lore of settings such as Innistrad, Bloodborne, Greedfall, etc...

Report RSS World of Vasnar v.1.0 changelog

Main changelog for the newest update of World of Vasnar.

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Main changelog for the newest update of World of Vasnar.


CHANGELOG:

General Changes:

-Armor generally increased and prices standardized;
-Increased the amounts of denar you can bet in tournaments;
-Changed summons: the spells cost more, has less uses and summons are generally weaker and spawn by the caster;
-Tweaked and balanced stats of most units;
-Added the option to start as a ruler (NOTE: some rulers will not have the immediate stats to wield their weapon/armor/mounts. You will however have more than enough denars to buy a decent replacement until you can use those);
-Removed PBOD and the Formation mod in favour of a simpler wfas style formation system as well as Hispania 1200 own system (for a better explanation on how those formations work, please consult the Hispania 1200 page here on moddb). NOTE: An optional version with PBOD and the formation mod might be uploded as an optional patch to those who prefer it
-New battle banners for all factions;
-Mod should now be fully compatible with wse2, and in fact that is now the reccomended way to play especially for a much less crash prone - and overall faster - experience.

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Map and location Changes:

-Slightly increased map size to make evertything feel less cramped;
-Added a new biome type: swamps, with 5 different scenes. On the campaign map, the new biome appears similar to a steppe forest;
-Added a couple more castles and villages, mostly to Weldhauf and Ebenhof;
-Added some new minor locations:
.Mercenary Command Post - mercenary camp;
.Aldinveil Abbey - mercenary camp;
.Forsaken Manor - dungeon;
.Geier Reach Sanitarium - dungeon;
.Havemour Sewers - dungeon;
.Mornsted - Quest location;
.Desolate Fishing Hamlet - Quest location;
.Ancient Crypt - Necromancy vendor;
+ Almost a dozen new quest specific locations.
-Some visual updates and minor changes to already existing locations:
.Vampire Hunter lodge - added the titualar lodge;
.Altar of the Deep - now works as a mercenary camp, slight landscape edits;
.Sanctuary of the Golden Tree - Added the titular golden tree, location is mostly a point interest now. In the future will be a quest location;
.Devil's Mouth - slight changes and new enemies to increase difficulty;
.Isolated Chapel - added a graveyard beside the chapel;
.Stitcher Guild - Edited the look of the scene;
.Imperial Academy replaced with the Convent of Saint Invaris, mostly serves the same function as before.
-Added dialogue to most of the misc npcs in minor locations for more immersion (thanks to Northwind for writing the majority of it)

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Faction Changes:

Church of the Three:
-Added Bishop Guards to the noble troop tree: Upgrades from Church Cadets and upgrades to Cathedral Guard.
-Added Knight of the Grand Cathedral, upgrades from Gryff Knight;
-Updated Armor and Horses for Paladins of the High Court;
-New armor for Parish Champions;
-Some edits to crusaders and cleric armors;
-Vampires, Demon worshipers and Necromancer can no longer make use of the services of the Wayshrine, Inquisition Keep, Heron's Grace Monastery, Devilthorn Lodge and Vampire Hunter Camp;
-Added a new helmet and shield used by Crusader Novices;
-Improved some of their lords equipment.

Weldhauf:
-Moved the Ebon Guard to the noble troop tree, now upgrades to Weldhauf Templar;
-Added the Weldhauf Greatsword as replacement to the Ebon Guard in the commoner troop tree;
-Replaced the Knights of the Lion with the Imperial Trabant Guard, upgrades to Imperial Trabant Horse Guard;
-Updated various armor models, particularly for the militia and knights;
-Imperial Academy renamed to Convent of Saint Invaris. Battlemages split into lightly armored Archmages and Knights of the Radiant Flame;
-Added the Mercenary Command Post, allowing to recruit Black Reiters and the newly added Landsknecht mercenaries who wield pikes, guns and greatswords. Can also be found in taverns;
-New set of swords for Weldhauf soldiers.

Stygia:
-Added Stygian Macemen to the noble troop tree: Upgrades from Stygian Horseman and upgrades to Stygian Armor Breaker. Hvy Infantry;
-New Armor for the Count Cuirasses and Stygian Black Guards.

Kregia:
-Added Sanctuary Wardens to the noble troop tree, upgrades from the Kregan Captains. Can no longer be hired from the Sanctuary of the Golden Tree.
-Added new axes used by Kregan soldiers;
-New AOR unit, Gastaf Blackwatch. Only troops in weldhauf who use gunpowder based weaponry.

Nelia:
-Added Nelian Merchant Guards to the noble troop tree, upgrades from Nelian Bravo;
-Nelian Dragoons now upgrade from the Nelian Lancers instead of fthe Nelian Bravi;
-New morion for Nelian Barons.

Vampires:
-Starting as a vampire will grant the ability to turn certain prisoners into Vampire Servants (only works on units from minor factions). Servants upgrade into Thralls;
-Blood Priestess in the Vampire tower will now offer her services only to vampire players. Also added the mist form spell, which allows teleportation (use at own risk);
-Changed the eyes on vampire faces, also added 2 new more female variants;
-Updated some armor models;
-Fixed some bugged villages;
-Vampire lords have increased stats compared to regular lords.

Ebenhof:
-Added Ebenhof Cuirassiers to the noble troop tree, upgrades from the Foot Pistoleer;
-Slight Overhaul of the Church of the Saints troops: new armors and added 2 new units, saints enforcer and Hierarch Guard. Church of the Saints units have been moved from the Witch-Hunters Headquarters to be hireable from the newly added Aldinveil Abbey;
-Vampires, Necromancers and Demon Worshipers can no longer make use of the services from the Witch Hunter Headquarters as well as the newly added Aldinveil Abbey;
-Removed the Knights of Saint Eydward from Hekket, can now be hired from Aldinveil Abbey;
-Added Windmoor Grenadiers as a new AOR units, available from Windmoor Castle;
-Changed some armor models, new armor for high-ranking lords.

Bruvik:
-Added Republic Swordsmen to the noble troop tree, upgrades to Republic Armored Swordsmen;
-New models for the Barbute helmets they wear;
-Added Red Guards of Tollan as AOR units from the town of Tollan;

Strumheif Enclaves:
-Added Manor Armored Gunner to the manor troop tree, upgrades from Manor Gunner;
-Altar of the Deep now serves as a mercenary camp were Strumheif cultists, cultists of the waking stars and Strumheif occultists can be hired;
-Removed the Strumheif cultists from the commoner troop tree of the enclaves, replaced once again by the Enclaves Shatterer. Can now only be hired from the Altar of the Deep;
-Added the Keeper of the Deep to the cultist troop tree, trident wielding heavy infantry which upgrades to Rider of the Deep.
-New model for Strumheif Syrens armor;
-Starting as a Strumheif vampires allows the summoning of Drowned dead and Marei units. Drowned dead upgrade to Strumheif cultists, while the Marei don't upgrade and require a grimoire to be summoned.

Proekylov:
-Added Noble Horse Archer to the noble troop tree, upgrades from horse archer;
-Added Krun's Devil Slayers as a new AOR unit;
-Updated armor for Proekylovian Sergeant;

Undead:
-Certain necromantic spells and weapons can now curse the enemy, afflicting them with a poison like effect which will eventually kill them. Note: the player is not immune to this effect.
-Removed the Lich Merchant from the vampire tower, moved to a new location: Ancient Crypt near Heaven's Peak (hidden by default, by the swamp area). Renamed;
-Implemented the ability to perform necromancy rites from the camp menu. To perform the player needs to posses a grimoire or be a vampire. Other players can get it by completing a small quest from the lich merchant.
-The necromancy menu allows to summon basic ghouls and skeletons as well as geists and skeletal and zombie horses. There is a chance the rite is interrupted by either cemetery guardians or angry townsfolk. Additionaly, trying to summon geists may result in hostile specters attacking you.
-Removed the Summon Skeleton Horse spell due to redundancy and errors;
-Added the Conjure Skeletal Warriors Spell;
-Changed equipment for Risen Guardians who now serve as pikemen;
-Added Sepulcher Ghouls to the ghoul troop tree, upgrade to Crypt Guards;
-Altered the equipment used by ghouls and skeletons. The former now usually focus on swords and axes, while the latter on swords and maces as well as heavy weapons;
-Added the Grave Guardian units wielding cursed swords, can only be summoned by players who achieve lichdom;
-Moved the Ghoul Rider down in the troop tree and lowered in level;
-New models for necromancers robes.

Demon Worshipers:
-Major Overhaul of troop tree, equipment and quest;
-Added a demon summoning system, similar to the necromancy menu but requiring the player both to sacrifice prisoners and to posses a book called Ars Goetia, obtained trough the new questline. Devils, Burning Heads and Firebrand Demons as well as hellhound mounts. Much riskier than necromancy but summons are more powerful;
-Added the Hollowed, undead slaves at the service of the cult. Demon worshiper players can turn prisoner into hollows (only works on units from minor factions;

Others:
-New equipment for mecenaries, slight changes to their troop tree;
-Added the new cultist zealot to the Cultist of the Waking Stars troop tree, minor edits to the Cultist Guard armor and new models for the Oracle and High Priest armor;
-New factions for demon parties who wander near Devil's Mouth. They are now hostile to all, including Demon worshipers.

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Quests:

-Majorly expanded the Demon Worshiper Questline as well as added an opposing Inquisition side. The quest can be started by finding the Isolated Chapel (Steppe area in the border that leads from Bruvik to Weldhauf, mountain pass);
-Overhaul of the final part of the Orimius White Questline, with new items and rewards;
-Added a new 2 part questline: "Undying Love" and "the Rise of Count Dietrich". Can be started by speaking to a new npc in Wittal tavern. Designed by Northwind with additions from Sir Daniel and tweaks by me;
-Added a new quest involving the Weldhauf Church and Witch Hunters, can be started by finding the minor location of Mornstead in the Ebenhof territory. Written by Northwind with small tweaks on my side;
-Added a short questline based around the cult of the waking stars, can be started by finding the Desolate Fishing Hamlet in Nelia. Originally written by Northwind, majorly overhauled by me;
-Added a quest that will award lichdom to necromancer players. Can be started in the newly added Ancient Crypt once player has a high enough magic power skill. Credits to Northwind and Sir Daniel.
-Some fixes to the Mysteries of the Somberwald quest.

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Merry Christmas and Happy Holidays!

Post comment Comments
Master_Rawl
Master_Rawl - - 335 comments

Thanks for the update. Merry Christmas!

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Master_Rawl
Master_Rawl - - 335 comments

Little bug. When buying the Geist Flame Ammunition Ladvence, the money is taken but the player does not receive the item.
Imgur.com

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Ryndill_Blackfyre Author
Ryndill_Blackfyre - - 891 comments

I think he actually gives you the ammo but they might not have inventory icons

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Master_Rawl
Master_Rawl - - 335 comments

Thanks.

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Guest
Guest - - 689,857 comments

This comment is currently awaiting admin approval, join now to view.

Mikiyea
Mikiyea - - 12 comments

Hello, seems to be working great but i'm stuck in a quest after killing the revived archdemon from the sword in Walstein abbey, it tells me to go to Herengest chapel of santification, but there is no such location on the map and running around herengest castle/town/tavern and surrounding villages also cant find it. There are some invisible walls in the town like stairs i cant go to, where do i go, what do i do?
Is there a quest guide/wiki?
(forgot to log in, ignore guest message)

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Ryndill_Blackfyre Author
Ryndill_Blackfyre - - 891 comments

You killed the archdemon in the ruins, yes? The only solution is unfortunately to reload and instead get killed by the demon as that is the intended outcome of the quest as it otherwise breaks.
In the future I will implement a way to stop the quest from breaking if you kill him

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Mikiyea
Mikiyea - - 12 comments

Ooh i see, yea it seemed so strong and fast it was difficult, did not know should get killed by it, thanks for info :)

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