Patch 1.2 (17-01-24) for Scandza: Total War - includes all previous patches, and comes with RS3 environment.
SCANDZA patch 1.2 (17-01-24)
Requires: SCANDZA version 1.0 (21-10-21)
The patch is cumulative, which means it includes all previous patches in one package.
This patch also includes a custom version of the Roma Surrectum 3 environment. An optional version with normal environment (more perfomance friendly) is available here.
Installation:
- Extract the "scandza" folder into your "bi" folder inside your main RTW folder (eg. "D:\SteamLibrary\SteamApps\common\Rome Total War Gold\bi") overwriting/patching the previously placed full version "scandza" folder.
(Can be applied to both a clean full version or a previously patched version).
CHANGELOG
Patch 1.2 (17-01-24)
- New custom version of the Roma Surrectum 3 environment for both campaign and battle map (a version of the patch without this is available above for those who prefer the more performance friendly normal environment).
- More in-game advice and information explaining the migration unrest mechanic, economy, and settlement population scripts.
- Agents will no longer have a ten percent chance of becoming pagan (spreading sedentary belief).
- Pagan trait renamed "Oathbound" and given new description to reflect its new function. Other paganism traits also modified.
- Corrupt traits due to full treasury now requires more silver and higher tax level (10.000 with extortionate, i.e. very high tax level, 20.000 with additional, i.e. high tax level, 100.000 with customary, i.e. normal tax level).
- All faction starting capitals will spawn garrisons if besieged for a full turn, as long as at least one named character is present in the settlement and the population is high enough.
- New normal tier axe-wielding unit for all factions. The unit has fewer soldiers than regular units, and specialises in damage and charge bonus, sacrificing defensive capabilities.
- New archer unit for the Saxon faction, with an axe as sidearm (base unit thanks to Lanjane).
- More mercenary units available (also a selection of standard factional units in suitable regions).
- Small unit cards for all units rearranged by hand for better aesthetics.
- Ships/boats have received brand new unit cards, stats, and descriptions.
- Diplomats now have proper faction-specific unit cards (thanks to Lanjane).
- Higher missile damage for all archers.
- Slightly lower shield attribute for Karlar/Ceorlas.
- Further tweaks to unit stats.
- All general's units now take the same amount of turns to recruit (6).
- Can stage races already with basic stables.
- New mead consumption/production building tree (thanks to Lanjane).
- Remodeled Norwegian highland valleys.
- More custom battle locations.
- Radar map now has textures (thanks to Lanjane).
- Small gap in the wooden framing of the battle HUD fixed (thanks to Lanjane).
- Fixed a couple of mixed up captain banners (thanks to Drachentoter for reporting).
- ArthurianTW faction symbols (of Munster and Picts) will no longer show up in the custom battle screen.
- "Erilar" faction renamed "Vestr-Iarlar" to comply with the use of Old Norse for North (and East) Germanic factions.
- Various minor changes to starting family trees.
- More loading screen quotes from Hávamál and Anglo-Saxon poems (all of them, like the old ones, my own translation).
- Other minor tweaks/fixes.
Patch 1.1 (14-01-22)
- An extra level of assembly (Great Assembly) can be constructed, which counters the faction-wide migration unrest penalty of 2nd tier government buildings. At 3rd tier government building (King's Longhouse) you can host additional quarterly or monthly assemblies that will give a 5% local sedentary belief bonus and extra public order, though it comes at a cost to your income (using the "stage_games" mechanic).
- Warlord's Stables allows you to host races for public order benefits, but also comes at a cost.
- 3rd tier government building gives another 5% faction-wide penalty to sedentary, and 4th yet another, but both can be countered within their own tier by Dynastic Barrows and Great Temples, respectably.
- Great Temples only provide 5% faction-wide bonus to sedentary belief, and only either 5% happiness or 5% law depending on type.
- 1st tier government buildings now only gives 0.5% growth bonus (previously 1%).
- Short descriptions of some new buildings have been fixed.
- All elite units recruited from temples will create a new general.
- All general's retinue units are marked as such in their description.
- Regular general's retinue can be recruited from the third tier government building and up.
- When the garrison is too big compared with population, the script that destroys government and recruitment buildings also adds significantly more population than before, to give the settlements a better chance of sustaining population afterwards.
- Named characters of the Raumar, Upp-Svíar, and Vestr-Gautar factions now use the general model with red clothing.
Patch 1.0.1 (23-10-21)
- Fixed duplicate settlement names to prevent script errors.
Please note, if you downloaded the patch before 26 of January 2024, the script had "perfect spy" toggled on, which means you can see all troop/building information without using a spy. Please download the patch again for normal fog of war settings (or turn it off in the script yourself if you know how).
Fantastic!