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Team_Radious
Team_Radious

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The Hunter & The Beast Update Progress Info!

 

Hello Everyone, Team Radious here!

Warhammer II fans worldwide are rejoicing as CA has released the Hunter and the Beast DLC today, alongside the Gorโ€™ Rok FLC and an Empire rework. The cold-blooded hordes will test the mettle of the huntsmaster and countless battles will be fought to establish dominance in an already packed Lustria.

However, this means, that as of today, our Warhammer II mod is officially under reconstruction. It is currently not compatible with this most recent update and will cause crashes. We are working tirelessly to fix everything and make it interact seamlessly with all the new features, but it will require countless hours of work. We need to ensure that our content has its usual high level of polish and that everything is done to the highest standard. Rest assured that we will do everything we can to deliver the update to you as soon as possible, but we are unsure as to when we are going to be finished so you will have to unfortunately hang tight for now.

With all of that in mind, we have a plea to make. The scope of the DLC and patch is extensive and requires almost a complete rewrite of many elements of our collection. Hundreds of hours of work are ahead of us, which we need to sacrifice from our private time, often after a full day at work or university. As such, we humbly ask you to consider becoming our Patron, giving us the much-needed boost. Even the smallest gesture helps us get a better grip on our lives and by extension on our work.

https://www.patreon.com/Team_Radious or via our Paypal acount https://www.paypal.me/TeamRadious 

Yours,

Radious and Synthetic Man


Update Info 1  - 11.09.2019:  Work started today we have first info to share with you! Base overview of all new content was done, around "milion" changes which need to be done are marked and now only to do it all! All new content has been properly tested so we know what to do with it and how exactly we will be adapting  all new and changed stuff. Now the very slow process starts with adding all new files into the mod, this alone will take dozens of hours to do. Around 5% of all is done!

Update Info 2  - 12.09.2019:  Since almost every part of the mod requires complete rework and rebuild i decided to use different approach this time - I fix and update tables alphabetically one by one. Since there is only like 5% of them which do not require any updates or changes this will ensure i wont miss anything and each change is properly updated and edited. Today i focused on all buildings and AI related tables - all new buildings are now fully included, all their effects properly updated (new can be added after testing/balancing), we use our own economy so many silly nerfs from CA does not interfere with the mod (talking to you port nerf!). All renamed effects also updated, same as deleted those which are no longer used (that fricking table has over 16 000 lines...). Buildings also got rebalanced costs, garrisons for new forts and other buildings properly updated aswell. Recruitment for all new lizardmen horde buildings fully upgraded with our own custom units - that required several changes to base lizardmen recruitment cause their units cant use anymore secondary building requirement due to silly horde. 

Now to the AI - all new AI profiles are now fully implemented, CA changed pretty much all AI profiles (again for like 5th time already....). So i had to include all these changes and delete many old values, AI budget and spending logic is also fully reworked and our own agressivity and AI activity is now fully active on these new profiles (this will surely need more testing but overall it should be our good active AI unlike passive campy vanilla one). AI recruitment system fully updated with new units which are intgrated between already existing units based on their tier and quality. You really wont see in our mod AI spamming 1-2 unit types.  Around 15% of all is done! 

Update Info 3  - 13.09.2019:  Another day and another big progress! Today i focused on tables related to units. This means any core changes to animations, sets, entities were all updated to latest game version. I also added all new units and characters into the mod. All these units received complete rework and rebalance, ror units own unique weapons, many different atributtes and complete stats and cost changes to perfectly fit into main core Radious gameplay as you know it (further balancing changes will be done also based on your feedback once the update is out). All new weapons and projectiles were also completely rebalanced and included with additions of our own new ones to make wider differences between each unit. Also there are many building recruitment changes so the units fit well into buildings and their tiers (further changes to this will come once all is fully playable).

On top of all that i had to rework and rename our custom units which we added years ago and CA now decided to include them officialy. So our Knights of Morr are now changed to Knights of the Black Rose, Empire Huntsmen are now Wulfhart Hunters and  Gunderman's Surefires are now Patrollers of the Old Forest Road.  Around 25% of all is done!  

Update Info 4  - 14.09.2019:  More news today! Additional massive amount of work has been done. Part 1 should be now fully updated (this will be fully tested once both parts are working and all can be tested). This means more heavy db tables are now completed and fully updated, Part 2 has less of these but on other hand it contains all script files which have to be completely rewritten once again. Today i focused on all new technologies, trais, abilities and spells. All new are fully included and rebalanced, all old updated where it was needed, some completely reworked, some even had to be deleted. Also many old effects were renamed by CA so all that had to be fully updated aswell.

I have also enabled all new special Empire units in custom/mp battles, reworked all human and dwarven unit sizes as all other characters before. Our custom units are now fully enabled in all new factions - 2 Empire and 2 Lizardmen ones.  Around 40% of all is done!  

Update Info 5  - 15.09.2019:  Work on Part 2 started. Last several hours i put into updating all UI files our mods are using, like custom loading screens, menus, unique faction UI and progressino icons. Also fixed plenty vanilla smaller or larger issues mainly in AI recruitment department and several wrongly placed new units - those are new official bugs which will all be fixed in our update. Further balancing for various units was also done to ensure they all fit nicely. Since part 2 is heavily focused on our custom units most recent work was primary about them - updating all needed files to latest version, enabling units in new factions, updating recruitment systems for dozens of units. Several custom tables required complete rework to make them operational again due to CA adding various new collums into many of them.

Started also first rewrite of all our edited scripts including Chaos Invasions, hordes spawning systems, Orcish and Beastmen invasions and many others. These will take a lot time to complete all.  Around 55% of all is done! 

Update Info 6  - 16.09.2019:  Massive progress today! Our mod is finaly fully operational once again! After 4 hours of searching one last crash issue (my nerves almost exploded when i found out it was another rename for already existing effect...why CA why....) mod starts, battles and campaigns load fine! Now still a lot to do, heavy testing is now needed of many new things, adjust balance for it, finish updating all scripts so they work properly in campaigns. Finish updating of all UI files and many other things + quality of life changes and tweaks to new content. But the worse is behind us.....at this moment i spend on this update over 30 hours of constant fixing, that is almost 6 hours per day while i go daily to the work and must care about so many other things.  Around 75% of all is done!  

Update Info 7  - 17.09.2019:  We are almost there! Last 7 days were incredible busy but we are almost ready to release updated version for all of you! We did some heavy testing to ensure its completely crash free, finalising updating our official submods an most of the scripts are now fully updated aswell. Update is almost here!  Around 90% of all is done!  

This is last post about our update progress, next should follow actual mod release!


The Hunter & The Beast Update Progress Info!

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