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Immortal Empires Beta Update Progress Info!

Hello everyone, Team Radious here!

With the release of the official 2.0 patch and the Immortal Empires Beta just hours away, we decided that it would be worthwhile to share some of our final thoughts with you.

The magnitude of the project facing us is staggering for such a small team, but we are nevertheless hoping that we will be able to raise to your expectations and deliver the Radious Total War experience that all of you want within a reasonable timeframe. Ahead of us lay hundreds, if not thousands, hours of hard work and making sure that every part of the mod from across the three games works like it is supposed to. It is going to be a long and bumpy ride, but we are hoping that we are all going to be able to get through it together. Our community has always been the most important to us, and we are glad that you are by our side.

From now on, this post is going to also serve as the platform where we will post continual progress updates regarding the state of our work on this colossal undertaking, so if it something that you are interested in, please feel free to check back regularly. We will also remain active on our social media, so if you want to stay in touch with us and our news, come and join us there.

If you like our work, our mods and what we do, please consider supporting us via Patreon here - https://www.patreon.com/Team_Radious or via our Paypal acount https://www.paypal.me/TeamRadious

See you in the Old World.

Yours,

Team Radious


Development Blog 1 - 24.08.2022: Good morning Everyone! Immortal Empires are now live and we have been doing basic game overview, checking files and changes. First long night is behind us. There are so many key changes that almost everything must be pretty much recreated from start again. Entire building system is reworked and redesigned and the biggest challenge is now to find the best way how to approach this massive beast  and from where to start properly. Front of us stands really extreme amount of work! Around 1% of everything is done!

Development Blog 2 - 24.08.2022: Good evening Everyone! More files were updated and ported today - several smaller tables but mainly 3 huge ones were finalised, all related to new building system, effects and recruitment, just those 3 took me over 10 hours to update. Next step is to foucs on AI tables, which i should do tonight and tomorrow! Around 4% of everything is done!

Development Blog 3 - 25.08.2022: Good afternoon Everyone! Second long night is behind us and we have more to report. Most AI files are updated now, CA reworked most of them entirely (from some reason removed most aggressive ones and added plenty new passive ones). As always we have done many changes to make AI more active, aggressive, recruit more, move more and overall be a bigger challenge. All this will of course need proper testing once the build is playable. I have also updated AI difficulty bonuses to be reasonable but challenging on VH/Legendary difficulties, cultural relations got another sweep aswell. And last thing was updating climates for all factions and cultures to reflect our changes, CA once again changed this system entirely so we had to rebuild it from scratch. Around 8% of everything is done!

Development Blog 4 - 26.08.2022: Good morning Everyone! Another night is behind us and time to share more news. Weekend is almost here so i should be able to focus on several very time demanding things to update which are difficult to do during work week. Yesterday updated all new ancillaries, unit battle entities, further tweaked unit recruitment and main focus was on update AI recruitment logic to keep our system plus add all new stuff into it. At the end started updating skill trees to include once again all our changes, fix new names and deleted effects and check all new ones. Around 13% of everything is done!

Development Blog 5 - 27.08.2022: Good morning Everyone! Time for another report. Yesterday managed to update all our reworked and rebalanced faction mechanics for all races, all our character skill changes and started to work on implementations of all new dlc units and characters. That is also planned to work on today and finished all related to them during weekend. That means first balance sweep, all stuff related to units like stats, weapons, animations, armours, shields, attributes and much more. There is over 100 new entries in this dlc so it takes a lot of time. Around 17% of everything is done!

Development Blog 6 - 28.08.2022: Good morning Everyone! Long Saturday is behind us and now we have a lot to share. Our internal build is starting to shape up and Part 1 now starts and works! Not yet with all its features, but its a huge progress. Yesterday i have been updating and including all new dlc content units and characters, all also received first balance pass. On top of that i managed to update all changes to technologies and traits. Will try to update something big part today before work week starts again. Around 25% of everything is done!

Development Blog 7 - 28.08.2022: Good evening Everyone! Weekend is almost over and working week ahead once again. Tomorrow i am almost all day at work so will be able to do some updating only during night. Many parts been updated today, our internal build is growing and we have fixed and updated a lot. All garrisons were reworked today for all 20+ races, fixed many missing ones CA forgot to add. Same thing we did with updating all unit sets (bonuses for all vanilla and custom units from techs/skills/events...), fixed many CA missing ones and added all new to our custom units. Around 30% of everything is done!

Development Blog 8 - 29.08.2022: Good evening Everyone! Today was very busy day, spend over 11 hours at work, then had some family duties and last several hours i put into updating our overhaul. Good news is that all 4 parts now work and starts after solving several ugly and hidden crash issues! Less good news are that we have discovered CA changed once again many unit parts (not visually, but in naming) so we have to rebuild dozens of our custom units. Sofar managed to fix 40+. Last few tables to do and then after visual fixes i can move to scripting. Around 35% of everything is done!

Development Blog 9 - 30.08.2022: Good evening Everyone! Another busy day at work is behind me and its time to share more from our updating process. Started working on updating all scripts, had to rebuild Nurgle recruitment system once again, that is fixed and working now. Also updated our changes to Bretonnians Peasant system, Hellebrons Blood Voyage changes and reworked spawns and respawns for horde factions like Savage Orcs and Beastmen. We have also started our WoC redesign with enabling to them classic town recruitment (Warband and upgrades stay aswell) for their core WoC units, we plan to rework small outposts and increase amount of Fortresses too. Slightly reduced rank requirements for unit upgrades but increased their costs, weapon swaps are on other hand almost free. Ye and fixed another 15 custom unit visuals. Around 40% of everything is done!

Development Blog 10 - 31.08.2022: Good evening Everyone! Final August report is here! We continue in updating, fixing, improving our mod so its IE ready as soon as possible for all of you. Most scripts are now fully updated, fixed another batch of custom unit visuals, some will require more complex work in coming days. Did also tons of balance changes, tweaks to gameplay and more. Main focus will now move to campaign features and mechanics + our own additions to it. New content also received second balance pass to ensure all fits nicely. Around 45% of everything is done!

Development Blog 11 - 01.09.2022: Good evening Everyone! September is here and with it our another blog post. Our WoC reworked started, over 10 custom units were removed since they no longer fit the roster, but we have added 9 new ones to replace the sad departure of some. Also finally managed to implement our custom WoC units into Warband Upgrade system so they are nicely there together with vanilla units. Many balance changes were done, additional visual fixing and more smaller things. Around 51% of everything is done!

Development Blog 12 - 02.09.2022: Good evening Everyone! More news to report. Tons of smaller things been updated, balance tweaks, unit visual changes, plenty bug fixes. Also balancing WoC content and doing necessary changes to it so it works exactly how we want. Many additional fixes to various unit sets CA forgot to add to so many units are now also included. Many new skills and techs been rebalanced aswell, plus various new faction traits for new playable lords. Around 55% of everything is done!

Development Blog 13 - 03.09.2022: Good evening Everyone! Saturday here and bit more time for mod updating! So today i have managed to finally include very much requested feature - custom units to Allied Recruitment system - all custom units from T1 to T3 will be now available (T4-5 are still excluded since vanilla also does not offer top units). Also additional scripts were modified to include our custom units - All Endgame invasions + random pirate encounters. Additional changes were done to Bretonnia with their Peasant and Vow systems, vows now unlock 1 chivalry tier earlier then before. and last reduced the number of graphical effects on screen for more immersive gameplay - lunar beams, aura buffs, active big circles etc. Around 60% of everything is done!

Development Blog 14 - 04.09.2022: Good evening Everyone! Another weekend is almost over. Once again next 2 days i will be almost entire day at work so updating will be a bit slower. Next week we can also expect new official patch from CA, so lets hope it does not "break" mod too much again. We planned to release tonight open beta, but that must be delayed a bit cause we run into several issues while updating Part 3 and it takes time to fix all what is needed. Another 40 custom unit visuals were fixed today, plenty custom lords aswell. Many vanilla bugs with missing sets been fixed and overall polishing and balancing was done today aswell. Around 65% of everything is done!

Development Blog 15 - 05.09.2022: Good evening Everyone! Today was very busy day and i spend almost all of it at work so there were not that much time for updating. But we did further progress with Part 3, updated several mechanics, fixed many bugs, did further tweaking and balance tweaks to AI and more. Various UI things were also improved and changed. Tomorrow is expected new Official Update from CA, so we will see how that will go, hopefully wont delay stuff too much. Around 68% of everything is done!

Development Blog 16 - 06.09.2022: Good evening Everyone! Big day today, after returning from work and very "pleasant" dentist visit we got another bomb in terms of new official patch. Patch which except long official notes brought another over 1000 undocumented changes and rewrote once again several game systems. That made our mod no longer work once again and had to spend many hours to update most of the stuff, its not done yet, lets hope tomorrow, cause it delayed our update process work. Around 69% of everything is done!

Development Blog 17 - 07.09.2022: Good evening Everyone! Time for another report. Mod updating for Patch 2.1 is almost finished, mod starts again so i hope all what was needed is now properly updated. We also continue fixing and updating our P3 which sofar is more difficult then expect cause we need to rework most of our additional and new mechanics completely from scratch. Progress on many UI improvements, visuals and unit fixes is also going very well. Around 72% of everything is done!

Development Blog 18 - 08.09.2022: Good evening Everyone! Today we continue fixing many things in Part 3, mainly our lords, custom skills, visuals and unit upgrades. Plenty other visual improvements been done to several custom units, UI colours and tweaks to units and their balance. Todays hotfix had luckily no impact on the mod, so it did not slow down the work. We are getting closer and closer, we last big things remain to be updated (more likely reworked and rebuild from scratch). Around 75% of everything is done!

Development Blog 19 - 09.09.2022: Good evening Everyone! More bug fixes today, a lots of them! We continue fixing and updating our P3 and managed to fix many smaller or bigger issues related to attributes, skills, custom lords, abilities and more. Our work on more UI changes and improvements also progressed very well, same as fixing unit visuals. We will see how things will turn in coming days, but if all will go well, we could have open beta for testing very soon! Around 78% of everything is done!

Development Blog 20 - 10.09.2022: Good evening Everyone! We are getting into final phase of updating. If all will be working well we may have for you tomorrow evening first open beta build (saying may, cause its not 100% clear yet) but we will do our best to have it ready. Main purpose of that will be to test everything and everywhere and report any potential issues, bugs and stuff you may found. Some parts wont be fully updated but more about it when we have actually something to release! Around 80% of everything is done!

Development Blog 21 - 11.09.2022: Good evening Everyone! So today is a big day! After 21 super hard long days and nights we will have for you, just in few hours, first open beta build of our Immortal Empires update. All notes, informations, instructions and mainly download will be in separate post so you have all what you may need on one place. We are getting closer and closer to the final release, Live build on steam workshop will depend on 2 important things, first how fast we will finalise last several things we yet need to update and second - how many bugs (if any) you will find during beta testing. Around 84% of everything is done!

Development Blog 22 - 12.09.2022: Good evening Everyone! Open beta is at full swing and sofar we have received great feedback and reports from you! We have list of what needs to be fixed, improved and working on these parts at the same time as we are updating last few core features of the mod for the Live release. Tonight we are releasing our first Beta update to fix various reported things. Redownload the beta from same link and overwrite original file to get latest build. Around 86% of everything is done!

Development Blog 23 - 13.09.2022: Good evening Everyone! We continue updating our latest open beta build. Many additional fixes are ready, we have also finished our UI and main menu tweaks + included final version of our main menu theme. Most custom units have now fixed visuals, only few remain to do at this moment. Several tweaks to Grudges to be slightly less annoying and minor AI improvements. Everyone who is testing our open beta build - redownload to get latest Update 2! Around 88% of everything is done!

Development Blog 24 - 14.09.2022: Good evening Everyone! We are now at final stages of updating, polishing and fixing. Now much left to do and due to great feedback and reports we are fixing all spotted issues asap. Tonight we are releasing yet another update for our Beta build with many fixes. We have also updated Wood Elves mechanics and many more other things. Around 90% of everything is done!

Development Blog 25 - 16.09.2022: Good evening Everyone! Tonight we are releasing new update for beta build. In this update we have fixed most of the reported issues and bugs and almost everything is finalised. Live release is very close once we finalise last few bits here and there. Around 94% of everything is done!

Development Blog 26 - 17.09.2022: Good evening Everyone! So its time to wrap things up. We are done with Immortal Empires Update, 27 days of constant work to present you new build of our overhaul mod. We will be finishing last few bits tonight and tomorrow and if nothing ugly happens, then tomorrow evening you can expect Live release on steam workshop! Big thanks to all Beta testers (do not forget to delete all beta files once Live build is out) for helping us finding all bugs and testing stuff. This is our last Blog post, release is now next in line! Around 99% of everything is done!

Immortal Empires Beta Update Progress Info!

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