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Narnia Total War / Re: Remaining TODO before release
« on: October 04, 2017, 04:48:30 PM »
A quick update (I'm posting from a different account temporarily thanks to a hacking attack targeting my main account): lots of new units! I've managed to do some good work fleshing out the unit rosters for a variety of factions.
I'm just working on a couple of new Archenland units as well - by the time of the release every faction (except probably Harfang, because they crash so often that it's super annoying to test them) should have at least one new unit.
- Erina now has all four major tribes represented: the island-dwelling Kustrins supply an extra heavy infantry unit, and the nomadic Atakors provide two cart/chariot style units. The temples of Tezaya also supply small berserk units of warrior-monks.
- Most Surval units have had the chant ability removed: they have a Sangomas unit that has it still.
- The Telmarine Narnians have several new elite-end units which should make them a lot more fun to play with: the honour guard, a high-morale spearmen unit, the first swords, a heavy armoured infantry body that can form testudo, trebuchets, and inner circle knights, a new ultra-heavy cavalry force. Koraly also gets the trebuchets, and Old Telmar has a unit of horse archers available.
- The Calormene roster has been fleshed out too: they have a mid-grade cavalry unit, the lancers, between their light sword-armed cavalry and their elite noble cav. They've also now got the Devotees of Tash, a massed light infantry unit with high morale available from Tash's temples (he is a war god after all), and ramming crews which can be useful for rapid siege warfare.
I'm just working on a couple of new Archenland units as well - by the time of the release every faction (except probably Harfang, because they crash so often that it's super annoying to test them) should have at least one new unit.