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Releases: Warzone2100/fractured-kingdom

Fractured Kingdom V1.3.0

20 Aug 07:27
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Pre-release
  • Mitigated "Pain Zones":
    • Hellraiser territory frequent pathways
    • Royalist central factory base
    • Royalist river LZ
    • The Pit (The marsh-y, crater-y area west of the Royalist outer base)
    • Royalist outer base cyborg factory area
    • Royalist final base front entrance
    • Small pond south of the western AA hill
  • Lowered the maximum amount of structures the Hellraisers need to build to negotiate (20 -> 12)
  • Reduced the number of defenses at the first Royalist outpost
    • Removed the north side's hardpoints and walls
    • The bunkers on both sides are now absent on difficulties below Hard
  • Removed the Heavy Cannon from the techs the Coalition give on alliance
  • Made the pathway to the east of the player's base more noticeable
  • Made the factory-managed units of the AMPHOS port factory self-destruct when the base is destroyed
  • Added a unit cap for all AI player's factory-managed units to prevent massive pileups inside their bases
  • The north island Royalist truck now self-destructs when that base is destroyed while doing the AMPHOS quest
  • Increased the starting power on all difficulties (from ~2000 to 1/2 of max power)
  • Made the Resistance focus specifically on the first Royalist outpost in the early game
  • Don't have AMPHOS use MRP VTOLs against the Royalists because they suck bad
  • Artifacts that are dropped are now always marked on the map, regardless of visibility
  • Lower the amount of units in hover assaults (about 60% of the units of a ground assault)
  • Royalist assaults now end when less than 20% of the assault group remains (instead of needing to wipe out every single unit)
  • Remaining faction bases on the map are now marked once the main base is eradicated
  • Marked the Royalist island base on the map after being told to destroy it
  • Added a message telling the player to move out of the islands and let AMPHOS reclaim them
  • AMPHOS now produces VTOLs slightly faster (35 sec delay -> 30 sec delay)
  • Royalists now produce VTOLs significantly slower (90 sec -> 120 sec for "light" VTOLs, 120 sec -> 200 sec for "heavy" VTOLs)
  • Royalists now produce bomber-type VTOLs roughly half as often as before (in favor of other VTOL templates)
  • Adjusted Phosphor and Thermite Bomb stats:
    • Phosphor Bomb Bay: Direct impact damage dramatically reduced (300 -> 56)
    • Phosphor Bomb Bay: Burn area DOT reduced (70 -> 48)
    • Phosphor Bomb Bay: Burn area size reduced (256 -> 192)
    • Thermite Bomb Bay: Direct impact damage dramatically reduced (500 -> 80)
    • Thermite Bomb Bay: Burn area size reduced (384 -> 288)
  • Added an earlier artifact for the Twin Machinegun (which can now be acquired before allying/fighting the Resistance)
  • Rearranged the terrain in front of the Resistance base to hopefully make it less grind-y to attack
  • Widened the Coalition-Hellraiser bridges
  • Added some early pre-hardcrete defensive structures (Light Cannon Emplacement, Flamer Emplacement, Mini-Rocket Guard Tower)
    • Also made the Resistance and Hellraisers use some of these structures
  • Researching Hardcrete now also grants the hardened versions of the Sensor Tower and Mini-Rocket Tower as well
  • The Twin Machinegun Guard Tower's power cost was reduced slightly
  • Added Heavy Machinegunner Cyborgs (Cyborgs armed with Heavy Machineguns), which become available after researching the Heavy Machinegun
    • Royalists now use these instead of Heavy Gunners in the early game
    • All Coalition Machinegunners are replaced by these as well
    • Hellraiser Machinegunners are also replaced with these on Hard or above
  • Added the Heavy Rocket Array (from Multiplayer/Skirmish)
    • The HRA can be acquired by allying with AMPHOS, or from an artifact found in their base
    • MRA batteries in the AMPHOS main base have been replaced with HRA batteries, AMPHOS will also deploy HRA units instead of MRA units if attacked on Normal or higher
    • The Royalists can also start equipping these on their units later on as well
  • Changed the Coalition's "alternate" color from Gray to Brown
  • Implemented the game guide
    • Some topics have been altered or added to better fit with Fractured Kingdom
  • Added an extra ramp entrance to the north side of the Coalition's main base
  • Adjusted the Cyborg/Artillery damage modifier (130% -> 90%)
  • Added a convenient starter template for the Twin Machinegun
  • Changed the starting Sensor template to use Half-tracks instead of Wheels
  • Reduced the research times of just about everything
    • This should be especially noticeable for later technologies
  • Added an Oil Derrick to the first Royalist Outpost
  • Set all emplacements structures to be universally MEDIUM
  • Decreased Cluster Bomb direct damage (300 -> 240) and splash damage (180 -> 144)
  • Decreased HEAP Bomb direct damage (500 -> 400) and splash damage (300 -> 240)

Fractured Kingdom v1.1.0

17 Nov 04:57
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Update with a lot of script tidying-up to match the current libcampaign standards introduced in 4.4.0, this should not have a noticeable impact on actual gameplay.
NOTE: Saves from previous versions will probably not work, as some variable names have been changed.
Also includes some other changes:

  • Prevented AI trucks from potentially forgetting to build modules.
  • Prevented AI Bunker Buster VTOLs from being assigned to VTOL towers.
  • Added new color options for the "color me" chat command ("bright blue", "neon green", "ultraviolet", "infrared", and "brown").
  • Added more oil drums in the starting area.
  • Widened the main Hellraiser chokepoint.
  • Widened the pathway near the south-east Coalition base.

Fractured Kingdom v1.0.6

10 Nov 04:31
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Small update that prevents a potential game freeze when trucks are looking for a spot to "wander" to.

Fractured Kingdom v1.0.5

15 Oct 05:08
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Update that tweaks some balance and adds some quality-of-life adjustments.
v1.0.5

  • Replaced the objectively terrible Hyper Velocity Cannon and Tank Killer Emplacements with cooler bunker versions.
  • Un-banished the Lancer Bunker from the void.
  • Widened a bunch of chokepoints and high-traffic areas.
  • Assault Cannon and Hyper Velocity Cannon weights have been swapped.
  • Royalists now prefer the Hyper Velocity Cannon for hover units.
  • Royalists now prefer the Assault Cannon for tracked units.
  • Added an extra pathway to the Royalist main base.
  • The Resistance now properly cover up any evidence of having Sarissas when allied.
  • Tweaked the Command Turret's visual effects.
  • Added a warning transmission about crossing the Hellraiser bridge too early.
  • Fixed some typos in various transmissions.
  • Made the Super Auto-Cannon Cyborg's weapon actually look like the Assault Cannon, instead of the Hyper Velocity Cannon.
  • Made cyborg weapons in the research menu display the actual cyborg weapon.
  • Allying with a faction will grant (a brief) vision of all their units and structures.

Fractured Kingdom v1.0.4

21 Jul 06:33
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  • Fixed some Royalist VTOL CB towers being incorrectly rebuilt as VTOL Strike towers when destroyed.
  • Fixed transports flying back and forth forever when an LZ is destroyed while a transport is en route.
  • Coalition transport reinforcements stop after the Royalists' outer base is destroyed, to reduce traffic in the final area.
  • Coalition transport reinforcements no longer bring mobile repair units when allied.

Fractured Kingdom v1.0.3

15 Mar 07:17
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  • Fixed errors in camDisableTruck() and camEnableTruck().
  • Properly remove a duplicate artifact for Composite Alloys Mk3 if the Hellraisers are allied.
  • Increased the minimum brightness for the day/night cycle (this will make objects easier to see at night).

Fractured Kingdom v1.0.2

29 Dec 12:57
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  • Fixed errors involving undefined droid id's and propulsions due to structures being added to unit groups, stemming from camUpgradeOnMapStructures().
  • Various script tidying and cleanups (missing semicolons, etc.).

Fractured Kingdom v1.0.1

28 Dec 21:11
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Widened some tight areas and added a new route around the central mountains to reduce the chances of traffic jams.

Note: This version is fully compatible with older saves, but the changed map geometry will only be applied when starting a new playthrough.

Fractured Kingdom v1.0.0

27 Dec 06:40
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Fractured Kingdom

A mod that adds a new custom campaign to Warzone 2100, with its own self-contained story and events completely disconnected to Warzone 2100's universe and story.


Installation

After downloading the Fractured_Kingdom.wz file, place it into your mods/autoload folder in your main warzone directory (If you can't find the main directory, click "Open Configuration Directory" in the Options menu). After moving Fractured_Kingdom.wz into the autoload folder, launch the game. If you see "Mod: Fractured_Kingdom.wz" in the upper left of the main menu, then you've probably done it correctly. To play without the mod, simply move the Fractured_Kingdom.wz file out of the autoload folder.


Playing With The Mod

To get started, simply click Single Player -> New Campaign -> Fractured Kingdom. Also feel free to change your player color and difficulty in Options -> Game Options. Enabling Shadows and Fog in Options -> Graphics Options is highly recommended, because it looks really cool.
This mod DOES NOT support Skirmish/Multiplayer games! Please disable the mod before trying to play those or else your computer will be sucked into a black hole or something.

With that out of the way, I hope you will enjoy Fractured Kingdom!

Fractured Kingdom v0.1.4

27 Dec 03:53
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Pre-release
  • Disallow transports from offloading if the LZ they were called to is destroyed before they arrive
  • Fixed hover reclaimer groups not using Bunker Busters until Royalists are attacked at least once