NOW VERSION 1.6 WHICH IS COMPATIBLE WITH COS 1.6a
In order to get this mod to work with Heavenfall's Children of the Storm mod, please first download Children of the Storm from Heavenfall and install it as instructed, you will then overwrite his files with those downloaded with the Immersion Mod in the mods folder.
Compatible with Heroic pursuits.
INSTALL INSTRUCTIONS BELOW:
First if you want to use Children of the Storm, you have to download Children of the storm from Heavenfall's thread. That must be downloaded first and follow his instructions to install it. Then you download the immersion mod.
There are files and some folders in the download. The mods folder must be placed into: C:\Users\Name\Documents\MyGames\LegendaryHeroes
You will overwrite anything it says to overwrite, if you have successfully installed Children of the storm it will overwrite some of those files.
If you are not using Children of the storm you can just ignore the "Mod" folder in the download. Just delete it.
All the rest of the folders and files in the download must be placed right into your game directory, mine is :
C:\Steam\SteamApps\common\FE Legendary Heroes\data\English
You must also overwrite all the files. YOU DO NOT PLACE THESE FILES IN THE MODS FOLDER.
Original release:
All units require population * 10 (a 3 squad unit is actually 30 soldiers)
All city types can build walls
New way of growing cities pretty much completely tied to buildings and sovereigns (Sovereigns grant growth bonuses to cities they are stationed in and some buildings give growth bonuses)
Cities will now grow to much larger populations. 500 - 2000 - 4000 - 8000 pop for city levels. Growth will be higher to accommodate this.
Unit production costs greatly decreased, perks, armor, weapons and items no longer add construction time (This does not affect Henchmen, Juggernauts or Golems which take the default time which means it will be much quicker to produce soldiers than these units but these units are very strong). This should also lower wages for units, the idea is to have larger armies with more units and soldiers (with some imagination required here since 3 men in a squad is actually 30 soldiers)
I am still considering whether to keep it that way, 3 men is 30 soldiers, 5 men is 50 soldiers, etc. or if I will do it the way I was doing it in the original Immersion mod and just make much larger sized units (which will do more damage)
I lowered amount of XP needed to level for champions, I personally like leveling faster and much more powerful champs. I will have to play with these numbers to get desired effects.
Changed some buildings, especially those affecting growth and food. Tower of Dominion now also gives extra grain, production and essence to signify what your "capitol" is.
Turns are now weeks and months to give a more realistic feeling of time passing.
I want troops to be able to be trained quickly in 1 or 2 turns (weeks). They are only recruits so it should not take a long time to train recruits regardless of their weapons and armor. 1 or 2 weeks is sufficient and the idea is that they are just recruits. Through fighting they will be "training" and gaining levels and becoming better soldiers which will take much more time (weeks).
Some small changes to spells (affecting growth)
Sovereigns give a small research bonus (1 research)
Mage units still have some additional training time.
Changed the maps to be bigger (Less water). Also cities can be built closer together even on large maps.
All city types can build wells and inns ( which give growth). Some other city specific buildings give growth as well.
Some changes to diplomacy (different weights for certain things)
Added in more tax brackets and changed them around a bit.
Version 0.75
---Adventurers guild will give more XP per turn and will stack with city XP gain. Also can be built in any town.
---All city types will give some regeneration to soldiers (5, 10, 15, 20 and 30 for lvl 1, 2, 3, 4, 5 cities)
---Added XP gain to towns, see post below for details.
---Changed City militia to upgrade to the latest armor you have researched. Also, made the militia a little stronger (larger groups in some cases)
---Increased Growth rate on some buildings.
Version 0.8
---Made summons more powerful and meaningful (in my opinion). You can now play as a powerful summoner with armies of summoned creatures.
---Included Shawn2k's tile mod with some modifications
---Changed some map properties (huge is bigger now)
Version 0.85
---Simple fix for a mistake made, nothing new added
Version 1.0
---Integrated Children of the Storm (needs testing)
---Changed XP for adventurers guild from 20 to 10 per week
---other minor changes I can't remember (small tweaks in numbers and such here and there)
Version 1.1
---Lowered amount of XP that towns and adventurers guild gives (adventurers guild now gives 5 xp per turn, towns give 1,3,5,7,9 respectively)
Version 1.3
----Updated compatibility for Children of the Storm vs 1.1c
----Fixed issue with summons not working as I intended them (Now summons will stack properly) You can summon units onto the strategic map an indefinite amount of times assuming you have enough mana and can create armies of them. They will also scale with shards and summon level (depending on which type of summon monster) Summons also have multiple shards affecting them. Summons on the tactics screen are not stackable.
----Will have fixed issue with soldiers not costing population when using COS
----I added production time to all kinds of chain and plate mail. Chain only has a slight production cost while plate has a larger production cost. This needs to be tested. I do not want it to be too much production but I also don't want it to be too little. Leather has no production so the idea is that most armies will consist of leather armored units with a decent amount of chain and few plate. I may make resource costs more expensive for plate in the future as well.
----Only higher tier units will have maintenance cost, lower tier units (no armor or leather) will not have maintenance costs (Consider them volunteer forces and not professional soldiers)
Version 1.4
--- updated compatibility for COS 1.2a and version 1.2 of LH
--- Made spiders cheaper to recruit (to keep them competitive with units) Widows = 10 mana. Harridans = 30 mana, Hoarders = 60 mana.
Version 1.5
--- updated compatibility for COS 1.3a and LH 1.3.
Version 1.6
-- updated compatibility for version 1.6 of LH and COS 1.6a
There are two versions, one version has sovereigns with predetermined paths, they will not be able to choose a random path. The other version has the normal random choice of path.
Can now be downloaded on the nexus : HERE