The Dawnless Days - Alpha 0.7.0 Change-log and Installation (2024)

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    The Dawnless Days - Alpha 0.7.0 Change-log and Installation (19)The Dawnless Days - Alpha 0.7.0 Change-log and Installation (20)The Dawnless Days - Alpha 0.7.0 Change-log and Installation (21)The Dawnless Days - Alpha 0.7.0 Change-log and Installation (22)The Dawnless Days - Alpha 0.7.0 Change-log and Installation (23)The Dawnless Days - Alpha 0.7.0 Change-log and Installation (24)

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    • The Dawnless Days - Alpha 0.7.0 Change-log and Installation
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      The Dawnless Days - Alpha 0.7.0 Change-log and Installation (26)


      Version 0.7.0 adds some of the iconic maps of the world of Tolkien, such as Helm's Deep and the Dead Marshes, along with new units for Rohan, snow environment for some maps, torches for units during the night battles and an enormous list of balancing changes!

      CHANGELOGGO BELOW TO SEE THE HOW TO INSTALL GUIDE

      Units:

      Rohan:

      - addedRohan Skirmishers;- added Rohan Horse Archers;- added Éored of the King's Mark.

      Maps:

      Land Battle:
      Mountain Pass
      Dead Marshes

      City Assault:
      Hornburg

      Unwalled Settlements:
      Dunland Town
      Esgaroth

      Balancing:

      -

      100% matched combat is now implemented in the mod.
      -Hybrid rework.Hybrid units have been divided into three different types:First type is pure Skirmishers, they don’t have a cost penalty and act like normal missile units with penalties in melee stats (example: Dale Riverman).Second type is pure hybrid, they have a small penalty cost and very small melee penalties and they are listed as melee units although they have throwables (example: Mirkwood Raiders).Third type is “melee with missiles”. They have very low ammo amount compared to missile units, they don’t have any melee penalty and half the cost of their throwables is added to the cost of the unit (example: Pelargir marines)·Melee with missile types units now use precursor throwables so they won’t be able to exploit the javelin anymore during a melee engagement.·A lot of armour and shields entries have been changed across all faction’s rosters in order to match more accurately their visual to their armour type. A lot of shields and amour have been changed in both stats and costs.Spears have been strengthened a lot against cav. They now have the reflector trait which gives “expert charge defence”, they hold much better against charges, especially cavalry ones when bracing. All of them also have much more bonus vs cavalry which was previously only given by shield wall and therefore at a higher tier.
      -Charge rework. Charge have been reworked for ALL infantry, is now higher across the board to have more satisfying and better performing charges across units. Shock infantry benefit the most from this change as they were nerfed during missile rework and removal of block chance for non-shielded units.
      -Pike rework.Pike’s box has been changed in order to produce a more realistic behaviour for pike wall used by polearms and pikes. They are now slower and less deadly frontally. They are still able to win against the vast majority of the infantry frontally, however they can now be “overwhelmed” the more units works against a pike frontally, the more the change that the pike will lose. It will still do enough kills, but it won’t be an impassable wall anymore.·Orc onagers have their “head” projectile back.·
      - Missile changes.
      oAll missiles muzzle velocity has been slowed down. This will produce a more realistic and higher arch when shooting. This will produce better results against units on walls, but also will give better change to fast cavalry to dodge arrows.oElves and rangers now perform better in accuracy. This was to counter the fact that elf and rangers usually have less men or inferior armour to other missile units, losing 1v1 engagements, however elf’s that had ranges over 200 are capped at 200 now, which is the longest range for missile units.oRanger spacing was also increased.oFire arrows deal more damage to siege equipment and structures in general.oAll horse archers perform better in accuracy. T3-T4 archers will be hybrid type 2 units.oRohan melee cav has a new spear throwable. Single use and precursor.
      - Formations rework.Most formations has been rework across the board, both for infantry and cavalry.
      - Sapper changes.Sapper explosion is less random, is more controllable, and makes the sappers die during the explosion, the explosions throws debris.·Resupplying from supply barrel now makes the unit unmovable and the unit itself needs to be much closer than previously. Siege ladders more slower, ram and siege tower move faster.
      - Cavalry changes.oSpear cavalry is backoThe three cav types are now divided into:§Melee cav: More powerful than prior in dealing with infantry in prolonged melee fight§Spear cav: its not a shock anymore so it has less charge bonus (although more than melee cav) but it perform worse than melee cav against infantry, especially in prolonged melee fight. It’s the best at dealing vs other cav.§Shock cav: it’s the best at charges and its similar as it always was. It now cost more.

      Fixes/Improvements:

      - 

      Reworked Isengard Sappers
      - Added a snow layer during winter on some northern maps
      - Added barricades as a deployable
      - Added head projectiles for orc onagers (Isengard, Mordor, Goblins and Dol Guldur)
      - Added a torch carriers at night for all units of Isengard, Goblins, Mordor, Harad, Easterlings, Rohan, Gondor, Erebor
      - Added/tweaked standard bearers
      - Fixes on Caras I Lyth, Annulond, Dead Marshes, Cair Andros, Athradern, Dunburg, Isengard
      - Fixed river crossing battle maps
      - Fixed disappearing ladders and units stuck after climbing walls
      - Fixed minor bugs and of all kinds

      Known Issues



      Minor terrain visual issues in Helm's Deep map (anomalies in water flow in certain spots of the river outside the Deeping Wall and a little unnecessary terrain elevation in a small spot behind the Deeping Wall);If the attacking AI combined armies in Helm's Deep have less than 15 units it might not work as intended due to the ram being spawned too far from the gate;If the attacking AI army in Helm's Deep is using siege ladders, routing the unit carrying them will cause the AI to not use the ladder anymore, if done on too many engines the AI might retreat and wait for a sally out due to lack of engines

      HOW TO INSTALL


      INSTALLATION INSTRUCTIONS:

      The Dawnless Daysmust alwaysbe the first in the load order. In addition, your gamemustalso be in ENGLISH or else you will risk crashing during battles. Also,turn off your antivirus program if you use Norton, McAfee, FreeAntivirus or Window Defender, if you experience any crashes with The Dawnless Days- they might interfere with Attila's mods.

      EITHER USE OUR LAUNCHER DOWNLOADABLE FROM NEXUS
      (it's either or, guys, please don't do both)

      OR

      Step 0: Preparation
      - Up-to-date version of Total War: Attila. We cannot guarantee the mod functions on a cracked version.
      - All other versions of The Dawnless Days must be removed to avoid any confusion or difficulties.

      Step 1: Downloading
      - Download the file from NexusMods. Note: there is a0.01% chance that your download will corrupt if you do anything else. Donot take any risks, do not use the internet with your computer whilstdownloading it. Start downloading, and wait. Just to be sure;
      - We do not update through Steam due to policy/legality reasons. Any The Dawnless Daysyou find there is not authentic and should always be avoided!Seriously, you do not want to mess with CA's or any entity's copyrightclaims on intellectual property.

      Step 2: Installing
      - Once downloaded, extract theFOUR.pack files and the pictures with your unpacking programs (WinRar, 7z,etc.) from your .rar file to Program Files
      (x86)\Steam\steamapps\common\Total War Attila\data (stop here!). If youare uncertain, go to your desktop, right-click the Steam icon there and
      select "open file location" to find out where Steam is on your PC.
      - Double-check. Go to your hard drive, follow the path ( Program Files(x86)\Steam\etc. ) and check if The Dawnless Days and its accompanyingpicture is in Total War Attila\data;

      Step 3: Launching to Play

      - Open Attila. Press the "Mod Manager" button - you will find the mod there. Tick the box in the top left-hand corner, IT IS DIVIDED IN FOUR PACKS;
      - Tick the box "Enable out-of-date mod".

      Absolutely paramount. It will not work if you have not ticked this box;
      - Press play, and have fun with The Dawnless Days!

      Article information

      Added on

      Edited on

      Written by

      thedawnlessdays

      Pages

        1. BigBobDavis55

          • member
          • 0 kudos

            I dont understand how to download because of the fact that there is no picture files in the nexus download. i have copied the same tutorial but the game always crashes as i load into attila, is there anyway to fix this?

            • LtChance

              • member
              • 0 kudos

                Thanks to everyone for the great work!
                Unfortunately Hornburg map doesn't load and it's causing a crash for me.

                • gdh1994

                  • member
                  • 0 kudos

                    谢谢你!!!!向你致敬

                    • Zeis666

                      • member
                      • 0 kudos

                        Thanks to the author and all the developers!

                        Pages

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                        The Dawnless Days - Alpha 0.7.0 Change-log and Installation (2024)

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