Wrath of the Norsemen: The Baltic - Factions United is a sub-mod of Wrath of the Norsemen: The Baltic by the original developers and me since 2016, and its submod Regnum Francorum by Aphain - its goal was to recreate my failed sub-mod of January 2016 which aimed to add all the historical territory of each faction to each faction at the start of the campaign, increase the economy to make-up for the new regions, add garrisons to each area and then also update the sub-mod with the recent updates of the main mod - including a fixed Lidsmenn-unit, an improved campaign-AI on the map, updated diplomacy and new stratmodels for the Norse and the Rus' - a berserker-heretic for the Rebels, a berserker-assassin for said factions, a Shield Maiden Spy, a Vikingr-Soldier with unique armor and shield-texture based on the factions - the Rus and Svitjod share skins - and Rygjalandi and Moerrafylki share shield texture, a new Kertilsveinar-general with the same set-up and Lagerha added to Svitjod.
Wrath of the Norsemen: The Baltic - Factions United is a sub-mod of Wrath of the Norsemen: The Baltic by the original developers and me since 2016, and its submod Regnum Francorum by Aphain - its goal was to recreate my failed sub-mod of January 2016 which aimed to add all the historical territory of each faction to each faction at the start of the campaign, increase the economy to make-up for the new regions, add garrisons to each area and then also update the sub-mod with the recent updates of the main mod - including a fixed Lidsmenn-unit, an improved campaign-AI on the map, updated diplomacy and new stratmodels for the Norse and the Rus' - a berserker-heretic for the Rebels, a berserker-assassin for said factions, a Shield Maiden Spy, a Vikingr-Soldier with unique armor and shield-texture based on the factions - the Rus and Svitjod share skins - and Rygjalandi and Moerrafylki share shield texture, a new Kertilsveinar-general with the same set-up and Lagerha added to Svitjod.
I originally in January 2016 started my modding on Medieval II: Total War: Kingdoms by reworking Wrath of the Norsemen from 2011, which was in an alpha-state with a lot of bugs, no custom settlements, no custom music, many unfinished unit-cards, glitched units and such - and in January 2016 I believe my first release happened.
I released WotN VIKINGS SUBMOD which changed the music in the game, but also made all the factions start with every territory that they should have owned historically. In the original mod each faction starts out with one or two villages and then has to compete with the others in conquering most of the map stretching Scandinavia, the Baltic, the beginning of the Russian Steppes and parts of Europe - an endeavor that would often end in the player blitzing the rebels and ending up with a huge stretch of land while the AI factions hadn't even begun their conquests yet.
The issue with the original sub-mod had been that it CTD (crashed to desktop) randomly all the time.. And I were unable to fix it. That's why I focused on the Official release that were stable. Now, the Regnum Francorum submod by Aphain seemed stable after he removed the Pope and such, so I gambled on it. However I didn't feel like re-doing everything in vain again.. Until now when I started doing new strat-models. Unlike the old version the new has garrisons everywhere & is stable.
- Lidsmenn-bug fixed, the unit will now hold their spears correctly in melee and won't have a bugged javelin instead.
I've fixed the long-standing bug causing the Lidsmenn to not hold their spears properly in melee, so the unit is a combined javelin/spearmen unit - and it's using javelins that are pointing towards the enemy before they're thrown unlike in many other mods.
The issue was such that the spears and javelins where both rigged to the "Weapon_01" joint, causing the spears to be glitched in melee while the javelins looked fine, by changing this to the right_hand-joint the spear became alright instead but the javelin would point the wrong way..
I then finally managed to fix the issue by moving the spear-vertices to the right-hand while not moving the other vertices for the javelin. I had forgotten how to do this but managed to somehow do it in the end. So now the unit is fixed.
- A much more aggressive campaign-AI from Stainless Steel implemented - so the AI won't do nothing for a long period of time anymore and instead will attack everyone it borders.
- Added missing rebel unit-cards - the mod has been updated with fixes to rebel-unit cards that were missing.
- Starting diplomacy and victory conditions updated - improved the victory conditions and the diplomacy at the start.
- New strat-models for the Norse & the Rus' made for and implemented to the mod - a new berserker-heretic for the Rebels without a weapon, a new berserker-assassin for all the Norse factions and the Rus, a new Shieldmaiden-spy based on the edited Call of Warhammer Shield Maidens, a new Vikingr-soldier stratmodel for all the Norse and the Rus using different skins for the armor and the shield - the Rus' share skins with Svitjod - and two of the Norse factions (Moerrafylki & Rygjalandi) do share shield-texture with each other, a new Kertilsveinar-general for all the Norse and the Rus' - the shields have unique textures for most factions, Moerrafylki and Rygjalandi share textures and Svitjod and the Rus' share.