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Announcing Warsword Conquest - Trials of Khorne Edition. This is a full release and not a patch.

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This is a full fresh install, do not copy it on top of your current Warsword. Please delete old warsword folder and add this is it"s place. This version is not game save compatible.

There is a dedicated installation assistance thread on our discord which includes a guide on how to install. If you are having any problems please join our discord and follow the instructions in the first post.


Discord.gg


This release uses WSE2 which does not need the replacement exe for steam users we used to provide. Add the contents of the WSE2 folder to the root folder (where the main game exe and modules folder is). Then to start the mod run the wse2_launcher. Credit to K700 for WSE2.

Dear Warsword fans,

We are pleased to be able to announce the release of "Warsword Conquest - Trials of Khorne Edition". This is a full edition and not a patch so please delete your current warsword folder if you have one and install the new one fresh.

In this version you can take the ultimate melee journey by choosing chaos, human, beastman or ogre at game start and trying to catch the gaze of Khorne by spilling the blood of your enemies. If he sees promise in you he may invite you to take his trials and begin a journey of unbridled power and ascension to daemonhood. The difficulty of the trials increases the more marks of Khorne you earn, try a trial before you are ready and the host of khorne will crush you into dust. Earn your way up the ranks and Khorne will help turn you into an unstoppable force on the battlefield.

Khorne trials feature by Kraggrim

khornetrial2


Faction overhauls

Dicey june has done complete faction overhauls of Vampire Counts, Beastmen, all 3 kinds of goblin tribes. Each faction has a complete new set of armours, weapons, shields and mounts. Dicey has also done new models across other factions too where needed.

Major magic change

Now buffs and instant spells such as healing will now affect the caster. Completely changing the magic experience amongst multiple schools. There have also been changes to multiple spell schools to help improve the experience and uniqueness of each playthrough.

New animations by Aro have made the casting playthrough more immersive than ever before.

QOL changes

Kraggrim has continued to made countless changes under the hood to help the overall mod experience as seamless, smooth and informative as possible. There has been work by Kraggrim, Morgul, Marshal and Dajimo to fix as many issues as possible within our siege scenes and dungeon scenes to bring the best battle experiences in warsword to date.

khornetrial3

khornetrial

The changes over the last year are too many to list in entirety but here are the main changes. This changelog is a work in progress and is subject to change in the coming days.


Visuals

-Vampire Counts, Beastmen and Goblin visual overhaul from dicey
-Small visual update to undead pirates, skaven and chaos.
-Aro animations: casting, summon, teleport, potion, ghosts, daemonettes
-New scenes from Morgul, Dajimo and Marshal
-New banners from Rowin, Chgertor, Kraggrim and Marshal,
-Banner bearers now spawn with lords
-Dicey empire heraldic shield added
-Chaos dwarf gilded helms added + more variety added
-Bright mage armour update
-Merc woodelf armour update
-switched ghoul body for DJMaesen model
-scale adjustment for beastman/chaos lessened
-tf_big scaled to 180 in field battles
-magic lore meshes added to guild menu
-small ui button tweak
-new amethyst staff

-New high elf and dark elf models by Marshal

Dungeons
-Dungeon companions healthbars added to UI
-Heal companions or player with potions between dungeon floors
-Companion starting orders option added
-Fixed for big units to pass through

-New dunngeon rooms by Morgul and Kraggrim

-automatically re-wield a weapon when you close a chest in a dungeon

-No duplicates of special item rewards
-Dwarves and lizardmen can appear for evil races

New content

-Dual-wielding added. Marked weapons only, sped boost improves with weaponmaster skill
-Ogre start for player added (unbalanced, various restrictions)
-Companion starting orders option added
-Jacobhinds morale system added
-Banner-bearers spawn in field battles for lords (boost bravery)


Companions

Companions will now spend the gold they earn in battles, sieges, dungeons and in wages on combat abilities. You can ask them what they are saving up for and they will tell you. If it says that they need more experience it means they need to advance a level or two before they will buy it, even if they have the gold.

QOL

-Reinforcements waves increaser option added in camp menu
-Potion keys and pic shown during battle
-System to help reduce permanently lost items when given to player
-added menu option for player castle chests
-skeletons allowed to wear human/elf/vamp armours now
-weaponmaster dodge reduction made so every point helps
-minimap added to sneak-caught fight, prison break,
-added Magic Guide (the text of the wiki) to a menu in the magic guild.
-message about nearby assault starting
-reduced siege message spam to only player faction and nearby centres
-magic added to town-centre siege fight
-various messages switch from log to normal, normal to debug to reduce spam
-companion ransom dialog clarified
-companion price message clarified
-added info on key shortcuts as plenty of players seem unaware of them
-warning for inadequate magic control
-troop viewer added magic control
-add some secondary troop tree to tavern mercs
-renamed duplicate-name dwarf troops
-budget report doesn"t show if you have no inflow/outflow

Magic battle UI made clearer
--Cleaned up the text,
--now it shows the amount of mana needed to cast the selected spell.
--When you have enough mana the text colour changes.
--shows current winds roll
--gives a brief orange pulse when winds update

-Player formations causing stutter, made to only run with AI formations, so player can choose

-disabled useless spear-switching ai option

-made game_get_skill_modifier_for_troop more efficient


Tournaments

-Opponents now include garrison, present armies, mercs etc for much more variety
-Harcore mode added:
--Use all equipment (including magic items) and abilities (except magic casting)
--Betting odds adjusted by power relative to top opponent
--chance of tier 1 magic items after hardcore tourny win,
--opponent rating added to prize money
--remove magic symbol+staff from player so can grab weapons easier


Immersion

-Made recruiting from villages lore-group only
-Made Dark elves their own lore group instead of grouped with chaos
-guildmaster caravan, wine, cattle quests only choose towns in lore-group & at peace, within range
--same for kidnapper quest
-Increase cost of making peace with lore-enemies
-Changes some text to be lore friendly or neutral
-reduce relations with king+faction you steal lord from
-sneaking in daylight restricted to skins of faction,
-small bonus to sneaking at night
-tax rebels factionalised
-Block Gotrek and Beorg changing equipment
-made merc servants for sylvania
-tweaked mercs for UP and TK
-removed lore-bending strings from town/village menu
-reduced skaven scaling

-snow swap script by Kraggrim
-leadership can help village recruitment


Animations by Aro

-Ratling gunner and ratogre custom animations by Aro
-Magic casting and summoning animations
-Animated flails and whips by diceyjune
-Some races like Orcs now scale size by strengthOrc 1-handed and archer animations fixed by Aro

-charioteer animations by Aro
-summon animation for demon manifestation by Aro
-Casting, summon, teleport, potion, ghosts, daemonettes animations by Aro
-

Balance
-Summoning bear spells restricted per caster
-All amethyst spells cause fatal damage, never unconscious.
-Wizard hiring cost increased
-Magic shooting accuracy increased
-Nurgle lore attribute now goes up to master ignore pain
--as will potion of pain.
-ogre village recruit nerf reduced
-bravery of forest goblin bandits reduced
-hardcore tourney no. of KOs needed tripled
-hardcore tourney horse chance halfed
-increased weapon rating for CTB, shotgun, grenade
-fixed capture spy time passing to fast to see them
-wild trolls buffed to reduce farming
-blocked from taking potion if already drinking one
-set runic blunderbuss to tier 4.
-increased xp for aoe kills (mostly for high-level victims)

-firearms rebalance
-ignore pain capped
-empire buffs and tree rework
-orc nerf to ignore pain and archery

-Chaos Dwarf helmets rebalance and other item changes
-Dwarf helmets rebalance
-Araby armour and helmet rebalance
-lizardmen buff

New system for the players items stored in a town/castle when it"s taken:
-It will now attempt to transfer them to the attacker"s castle chest.
-If the attacker doesn"t have a castle/town it will try the king then marshal too.
-If the destination chests have no capacity then your items will be left where they are.
-The looted items should stay in the destination chest safely until another faction takes the centre and tries to transfer them on again.
-If the player"s faction takes a centre any looted items stored there will be returned to the player.
-If the player"s last fief is taken then his household items will be looted in the same manner.
-chests seems to get wiped on fief transfer, fixed


Freelancer:
--Fixed issue with entering a town the lord is staying in
--Fixed issue with speaking to lord when he"s in a town
--Fixed issue with being able to attempt a battle with the lord when speaking to him
--Fixed issue with being able to rest in town while enlisted
--Made it so you have to have been serving a week before you can take some temporary leave
--Made it so you have to have been serving 2 weeks before you can leave his service (can still desert)
--Gave a gold+xp bonus if you serve more than a month (scaling to total days served, not including leave), + rank gear
--added some clarifying text
--blocked buying/summoning your ship in town when enlisted
--champion freelance fixed so no xp from ff kills


Ambushes
-each culture has an infiltrator assigned now
-added more towns bandits for higher level players
-also a chance for their upgrade troop instead
-defeating them gives a weapon one was holding
-small boost to tourney rating for crush/knockdown weapons
-auto draw weapons in ambush
-town bandit ambush map enabled


Giants
-giants blocked from dungeons
-giant gives extra xp,
-giant club hitting sounds
-attempt to make giant higher level
-block giants from tourneys
-reduced giant spawn chance


Tavern
-you get the actual weapon of the drunk when you win
-fix issue of ranged weapon repeated forced unequip in pub fight
-fix bug of tough drunk not giving correct menu on loss
-fix bug of farmer not having correct skin sometimes
-set only correct companions and tavern-merchants after city changes hands
-duplicate tavern find-companion dialog removed
-fixed some ranged weapons not being excluded in pub fight


-Ship landing overhaul:
--now creates landing point to avoid the can"t-land bug
--prevent player sailing onto land at bridges
--prevent repeated coast collision embark menu
--should move landed ships to the coast if you teleport inland for whatever reason
--set icon immediately when embarking/disembarking (reorganised player icon setting with a script)
-Player now loses ship if captured while sailing it
-Smoke particles added to Chaos Dwarf ships


Fixes (general)

-Explosion massive radius killing troops fix,
-Workaround for siege-defence not auto-starting
-Added failsafe for lords still sieging own centre after siege
-Dwarf banners fixed.
-chariot template fixes and gorger skills
-fixed demons missing dodge/fear
-floating player at field battle start fix attempt
-ratogre shied can"t be picked up now
-elf lady recruit fix, they weren"t being treated as high elves
-fixes ogre start allowing to get extra stats by starting over
--fix extra items in same way
-fix messages about items not given from starting over
-Fixed enterprise inventories being wiped when city taken
-itzl mark now only triggers for player
-fixed the orc pretender blacklaw joining the orcs randomly after a while
-blacklaw skills dialog removed
-blacklaw assigned unused orc banner
-blacklaw only appears in loregroup halls
-blacklaw dialog orcified and points to correct strings now
-vampire thralls changed from human to vamp
-Incriminate Loyal Advisor quest makes them join deserters now
-re-added removed qst_rescue_prisoner success dialog
-disabled townspeople adding/removing when spy quest
-fixed Valkia shield size
-fixed slot_center_has_caravan_escort error
-block kings from being recruited by player
-fix lord recruit convo being repeatable after success
-pestigor_champion given slot_troop_poisonous

-prison guard attempt to force quicker attack
-allow all companions to show even if tavern full
-halfing merchant mounts given difficulty to stop him equipping them
-message when companion will be absent from taverns for a while
-oggy dlg bug fixed

-dicey new special weapon meshes implemented
-remove magic symbol+staff from player in non-combat scenes
-remove cleavers/daggers from most faction shops
-chaos female armours given str requirement
-fixed sally out bug where player can"t win if KOd
-fixed prison break bug where escapee wasn"t helping
-increased bandits spawning
-stop bandit spawning party id error (hopefully)
-texture warnings added to more reference menus

-Orc rebalancing
--Orc ignore pain changes +more
--Weapon proficiency drop for some orc and goblins so they don"t compare so favourably to chaos and high elves.


-ice regen terrain fix,
-halfling culture fixed some slots,
-skaven greaves imods fixed,
-catapult made indestructible as it"s used in scenes
-request a meeting red-text bug fixed
-festivities event with no army blocked
-skaven tavern farmer fixed

-pirate fac_culture actual faction added, plus party templates, other fixes
-pirate items made merchandise, merchant script tweaked also for halflings
-pirate and halfling mercenaries fixed (and also fac_player merc bug)
-added pirate culture to fac_deserters for when town taken, plus other slots
-stop lords deserting if sieging
-reduced deserter relation with troops
.
-added extra starting town options in new menu (disabled an unused one to make space).
-fixed player fac towns having all magic guilds
-potential fix for being frozen after ship-landing bug
-auto convert center banners when assigning player banner
-block lords from sending letters to non-lore-group lords
-attempt to set player culture correctly for dplmc dialog switching
-tweak bandit lair spotting distances
-increased minister strength to allow wearing more outfits

-fixed and streamlines script_create_explosion + variants
-treasure map translate dialog for companions
-removed staff names like Miles de Glouster from dialog
-added orcs/goblins cultural words to diplomacy scripts
-fixed siege wait until tomorrow 1-hour bug
-made siege wait until tomorrow consistent
-added option to hire chamberlain from Manage menu in case of accidental dismissal
-added kdaai axe to dungeon loot
-clarified description for fists of gork + nerus incantation
-fixed fists of gork weapon imod not being applied
-bald darkelf lady facecodes replaced

-fix mighty blow not triggering bug
-increase mighty blow limit to 15ps
-fix make-peace force-leave-town bug
-make skeleton walkers/guards have no dialogue
-Improved dungeon menu descriptions and added art
-Changed faction "peace" for "truce" as players don"t like it
-fixed tavern farmer equip bug
-made mercenary_hobgoblin_wolfrider in cavalry devision
-troop name typos
-Village raid tweaks:
--fixed divide by zero village raid error
--enslaving villagers now can"t give you more than your prisoner capacity
--stealing cattle loses relations with target faction
--cattle party auto follows you after the raid
--slaughter menu shows how much inventory space you have
--added 3 more amount options
--slaughtering adds the meat to your inventory if possible, then lets you rearrange leftovers
--returns to this menu after slaughter if there are cattle remaining


-rotated/repositioned some dwarf towns slightly
-fixed CD/halfling companions plural names
-removed the slto_homeless_hero simple triggers as they seemingly do nothing
-fixed dwarf merchant inventory
-stopped vamps/skellies getting drunk
-stopped player agent force crouching during siege
-fixed deserter no-pay relation loss bug
-fixed constable prisoner-sell bug by swapping store_num_regular_prisoners for party_get_num_prisoners
-party spawn crash potential fix
-vamp plate weight fix
-Empire Merchant filler item fix
-Prisoners of clashing cultures have penalty in camp recruitment (and dialog).
--penalty is negated by leadership skill.
-Dwarf non-merch axe removed from pub merchant
-Shotgun abundance lowered
-character report set dodge chance automatically
-allowed to sell lords to prison guard if part of faction (merc or lord) or good relations.
-potential fix for guildmaster cattle dialog not showing
-blocked hardcore tourney until 5 wins or 300 renown
-fix for AOE wrong text colour
-beastman lord magic skill fix
-araby lord skills boost
-fixes/balances to archer retreat cheese and sallying
-changed araby starting wars so no longer sandwiched by HE and lizards.
--rearranged some others to maintain potential enemy range
-made enemy archers target a wizard who kills with AOE
-fix for AOE giving xp for killing allies
-fixed death blow apply on self-damage
-fixed beastman lord magic skills
-started buffing araby lord skills to counteract lack of fiefs
-fixed header operations typo
-made defenders crouch if attacker has many archers holding/standing
-if it detects many low-ammo archers on retreat then forces a sally out
--in this sally the players archers still have low ammo
-in sally out defender archers spread out on spawn
-former-lord companions made to function more like normal ones, now should spawn in taverns if scattered or dismissed.
--also blocked some dialog options,
--tweaked recruitment so can happen if fiefs all gone
--need higher relation the more lords you recruit
-Fixed sending a gift of velvet etc removing all from storage instead of 1
-blocked siege_started_defender party id error
-fixed village recruitment bug when getting 10 or 20 recruits.
-fixed healing potions when envenomed not giving correct amount
-rotated/moved some CD centres,
-gave Settra a chariot
-disabled berserker axe text as couldn"t see a speed boost effect in place


--horse archers set as archers in sieges
-Map fps and stutter improved
-New game start efficiency improved

-Corruption check right before char creation to avoid player frustration.
-Info menu with tips pops up right after reaching the map for the first time

-Bandit-Spawning:
--Efficiency improvements
--Fixed lair spawn radius + timing errors

-Forcibly remove player from npc kingdom if king leaves realm
--fixes defeated kingdom not disbanding bug
-Many more halberds (plus some 2h hammers/axes) had stabbing removed,
-Family relations added for some lords/kings, and info enabled in info screens
-Powerthrow limit increased to 15
-Ariel guard given javelins and relevant stats,
-CD 2handed axe tweaked
-Potion of elemental speed wrong description fixed
-Handcannon prices reduced
-Couple of scene fixes
-Aenarion changed to Arathion, given magic
-Dialog fix for companion king/queen register,

Hope you enjoy the new edition.

Nameless Warrior and the Warsword Team.

Post comment Comments
Master_Rawl
Master_Rawl - - 345 comments

Your mod is epic! Thanks for the update.

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7ty7
7ty7 - - 794 comments

Seriously considering dusting the ol" Warband to take this mod for a spin. So many new things in the past few years. Congratulations to the team and thanks for sharing

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Guest
Guest - - 721,639 comments

We are so back!

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duckie427
duckie427 - - 231 comments

why did you guys remove the customizable faces on skeletons? I really miss that!

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Guest
Guest - - 721,639 comments

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

gesaffs
gesaffs - - 230 comments

some bugs i"ve found

herald of khorne won"t fit certain dungeon doors

also he can equip anything

being on horse and getting exhausted in a khorne frenzy leads you to get dismounted

casting magic as a follower of khorne causes khorne to be displeased and summon an army of enemy khorn spawn. so khorne dislikes you using magic. BUT if you use it and you are fighting alone against an enemy army, (only once at a time), the Khornspawn will join your enemies UNTIL some of their own casts, at which time they will start to slaughter each other. so its basically a free for all khorne mass summoning spell

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Guest
Guest - - 721,639 comments

make an atricle listing the extra controls and bindinfs please

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gesaffs
gesaffs - - 230 comments

there is a tab ingame about hotkeys, press q and then game concepts then hotkeys

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