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About this mod
Wartales Remastered is an overhaul for Wartales game, it changes and remasters many game aspects. The Companions, battles and strategies are now perceived differently: there are many new skills, new classes, new tools, craft items etc...
Supported languages: English, Russian.
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- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
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- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
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Translations
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Translations available on the Nexus
Language Name Other Author:MIgu Wartales Remastered_ _CN - Changelogs
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Version 4.55
- Recruits hired via the Vacancy Notes are of the same level as the troop now (instead of being -1 level)
- “Intervention” skill was replaced for Rats and Molerats
- The reward for the Harag Arena is a billet instead of the actual weapon now
- The campfire shows bonuses to happiness above 15 now
- Sold items should disappear faster from vendors
- Bonus of “Quick-leaner” and “Quick-witted” skills is 30% now (workaround for the enemies scaling issue)
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Version 4.50
- “Strategic Grip” skill was fixed
- “Dagan Seal” skill was fixed
- Minor changes to the Captain Pirate’s abilities
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Version 4.45
- “Bloody Pursuit” skill was fixed
- “Wrist-Breaker” axe was buffed
- Minor tweaks of some skills
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Version 4.40
- In adaptive mode enemies are always of the same level as the player’s troop, regardless of difficulty
- Max level for players’ units was changed from 13 to 15, all stats were updated accordingly
- “Close-Range Shot” skill was slightly changed
- “Weak Bearings” effect is not removed from units when they are pushed
- “Wall of Pikes” skill was replaced with “Repair Kits” skill
- Some changes to food recipes
- “Rogue” hammer has become spicy
- Some icons were changed
- The reward for one of the story missions in Edoran was changed from the Legion’s bow to the Legion’s crossbow
- Animations of some skills were changed
- XP required for levels 6+ was reduced
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Version 4.37
- Defect with Hoevendorp's Sigil was fixed (thanks to MiniBrioche for the help)
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Version 4.36
- Defect with the Gosenberg Theatre was fixed
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Version 4.35
- Several base game defects were fixed, including “Dazed” effect and new food recipes
- Animals were reworked, now they have some sort of specialization at level 3 and can wear capes/slots for armor layers
- Due to the changes of animals the “Hammy” song is a quest reward in Ludern now (a new description was added)
- Summoning of units in combat seems to work now – wolves and rats got their summoning skills back
- “Smash Them” applies ‘Weakening’ in addition to other effects
- “Behedite’s Seal” skill was fixed
- A new tier 3 strategy was added to the table
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Version 4.30
- Support of the game v1.0.40128
- Difficulty settings were set like in the base game (changing difficulty is still bugged)
- New Tier 1 strategy was added (allows to control animals)
- Fangs and claws got a new skill
- Some changes to traits and how they are assigned to characters, better chances to find 2 positive traits
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Version 4.25
- Temporary workaround for enemies’ levels: on Novice they are of the same level as the troop or one level lower, other difficulties: of the same level as the troop
- Regardless of the difficulty: enemies get the first oil at level 5, the second one – at level 10
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Version 4.20
- Support of the game v1.0.40090
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Version 4.15
- Support of the game v1.0.40060
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Version 4.10
- The Pirate Captain’s skills were moved from the horn, the passive skills should be displayed correctly now
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Version 4.05
- The Pirate Captain’s skill was fixed, the pirates’ starting group should be fine now
- Some corrections in texts (thanks to Cjkjvfnby)
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Version 4.00
- A lot of changes, in a way, it is a new game; the readme and the article on Nexus site were updated to match the changes
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Version 3.90
- Corrections in French translation
- Minor fixes
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Version 3.85
- Thanks to Nexus user Cjkjvfnby, the mod supports French now
- “Barrage of Blows” skill was fixed
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Version 3.80
- Support of the game v1.0.39316
- Several defects were fixed
- Non-combat animals got a skill/tooltip that they are non-combat
- Replaced faces now support lips animations
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Version 3.79
- Support of the game v1.0.39291
- “Weakening” status reduces Strength and Dexterity now (instead of Damage Done)
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Version 3.78
- “Chaotic Brawl” skill was fixed
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Version 3.77
- Plague-ridden units cannot wear helmets any longer (because of the changes in the base game)
- “Parrying” skill was changed due to the base game changes/defects
- Spears’ animations were corrected for attacks of opportunity
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Version 3.76
- Support of the game v1.0.39212
- One of Ulfark’s skills was replaced
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Version 3.75
- Support of the game v1.0.39173
- Crossbow units got extra skills like other units
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Version 3.70
- Minor changes to traits
- Alcohol recipes that are available only in Tavern DLC are hidden now if a player does not have the DLC
- Attacks of opportunity damage was slightly reduced
- Mace on Fire is an upgradable item now
- Smot decided to use his skills properly now
- Some changes to unique weapons
- All enemy factions were revised/updated/made more thematic, in general they are stronger now, be careful
- Offensive skills that did not have any secondary effects now have them (with few exceptions)
- Some skills got extra sound effects
- Several defects were fixed
- Juggler's Collar got an extra skill
- Some flags of unique animals were changed in order to prevent them appearing in prisons
- Tier 4/Level 12 crafted items can be upgraded now
- Support of the game v1.0.39118 including The Skelmar DLC
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Version 3.65
- Minor changes to food/alcohol and the related effects
- Several weapon skills were fixed
- Boars’ charge was changed to prevent freeze/crash in co-op
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Version 3.60
- Most of combat difficulty related changes were reverted, the parameters were set to default values
- Veteran units will appear in enemies’ squads of Level 5+
- Combat difficulty should be changed linearly from Novice to Master now
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Version 3.50
- Some visual effects were added to plague-ridden skills
- Some skills’ icons were changed
- Several defects related to the pirate captain were fixed
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Version 3.45
- Support of the game v1.0.37609
- Some changes to pilferer’s skills
- A new unique unit was added to the pirates starting group, the character cannot use weapons and utilizes their own combat system
- “Herbarium. Alazarian Edition” item got a combat skill
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Version 3.40
- Several defects were fixed
- Snow Creepers got several new skills, skill reset is required if they are level 5+
- A new unique unit was added to the thieves starting group, the character can use only their own weapon
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Version 3.35
- Alterations of crafted weapons were fixed, as a side effect some recipes have to be learnt again
- Alterations of Tier 1 weapons and armor do not require Tier 2 materials any longer
- Sea Creepers got several new skills, skill reset is required if they are level 8+
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Version 3.30
- A new unique character – Plague-Legionary was added, the unit can be hired in Kervan, Belerion
- “Find a way out” skill is granted to animals upon its first activation in combat
- ‘Iophobia’ was added to the game, some units have ‘Pyrophobia’ or ‘Iophobia’ by default now
- Prices of alcohol drinks were significantly increased, many bonus effects were changed. Some effects degrade relationships
- An icon was added to the skill of “Juggler's Collar”, the belt got some extra stats, the affected skills of animals got the proper flag
- Usual creepers got several new skills, skills’ reset is required if they are 6+ level
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Version 3.25
- ‘Guard’ attribute of leader units was slightly reduced
- Attributes granted by professions were change, refer to the Stats file for more details
- “Damage Taken” was renamed into “Resistance”, “Ignore Guard” – into “Penetration”
- [Experimental]: ‘Guard’, ‘Penetration”, ‘Resistance’ and ‘Damage Done’ attributes are shown in the main menu of a character and can be increased by aptitude points
- Some changes to weapons’ attributes and skills
- Herbarium, Swage, Miner’s Pick and some other backpack items were converted into “Special Knowledge” books, now the section has 12 entries in Compendium
- “Punch” item was renamed into “Signet” and it is a belt now
- Icons and names of some backpack/belt items were changed
- Extra happiness is converted into influence with 1:4/5/6 ratio (depending the campfire’s tier)
- The list of entries in the global menu is reduced, not important bonuses are hidden now
- ‘Destabilization’ status reduces ‘Guard’ by 50% now, ‘Deftness’ status increases distance of range attacks by 50%
- Most types of clothes (base armor) grant +3 movement by default, starting gear rags grant +1 movement now
- 8 new recipes of shields were added to the anvil craft list
- Raw meat and fish apply negatives effects (animals are resistant to them)
- Food quantity of raw meat and fish was reduced, “Meat Drying Rack” produces less dried meat/fish
- Several legendary weapons/recipes/skills were changed
- A new unique unit was added – “Heavy Horse” – the Rouste reward in Tiltren, it cannot be assign to a hitching post
- Recipes of equipment from arenas were added to the dedicated category in the Compendium, Blacksmith Expert+ is able to see/learn them
- “Corrosion” status also reduces “Guard” attribute now
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Version 3.20
- The recipes of legendary weapons are shown by default for now
- Hand Bomblet of the Pits is hidden in the list of recipes for those who do not have the DLC
- 8 new recipes of basic armor/clothes were added
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Version 3.15
- Several defects were fixed
- Studying of treasures found in tombs now grant relics/parts of ancient weapons instead of actual weapons
- New recipes are hidden by default and are revealed when corresponding relics are obtained/studied, only Master Blacksmith is able to see/learn them
- New recipes allow players to choose a type of weapon to create, existing legendary weapons stay as they are
- One-handed spears can be crafted now, new recipes were added, several existing polearms were changed into spears
- Spearmen and Soldiers (and some enemies) are able to use one-handed spear
- Visual models of several polearms/spears/greatswords were changed, new assets were used;
- “Spear of Belerion” is one-handed weapon now
- Names of all items crafted on the anvil were standardized
- ‘Erkeshet's Chisel’ was changed into “Special Knowledge” book, unequip it before updating the mod
- “Special Knowledge” entries are hidden by default, they become visible when the corresponding book is in the inventory
- The Nobleman and the Seafarer remembered their old habits
- Many small tweaks
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Version 3.10
- “Condemn” ultimate skill was fixed
- The prisoner in the cave under the Gosenberg prison can be hired now – a new unique character
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Version 3.05
- Support of the game v1.0.37335
- Captains and Strikers in Rouste now have a new bonus (and it actually works)
- “Nimble Fingers” skill was replaced by “Lockpick Expert” (increases durability of lockpicks, the effect stacks with the “Thoroughness” knowledge), Knifemen and Workers may require skill reset prior the update
- “Wine Enthusiast” trait was replaced by “Dessert Enthusiast”
- “Basher” and “Misery” maces now have different skills, “Viciousness” skill was fixed
- White Fang is now a white wolf
- All humanoid units now have their own height, all the models are scaled from 0.90 to 1.20 (of the default size)
- Horses visually are slightly bigger now
- “Velvet Pouch” accessory was replaced by “Thoroughness” knowledge, it can be bought/learned in the bandits’ lair of Vertruse
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Version 2.94
- All bonuses related to reduction of suspicion were reduced
- Legion Gladiator set was added to the anvil recipe list (becomes visible after crafting a Legion-related gear)
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Version 2.93
- Several defects were fixed
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Version 2.92
- Support of the game v1.0.36897
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Version 2.91
- The issue with the giant rat in Harag was fixed
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Version 2.90
- Skill trees of ‘Soldier’ and ‘Mercenary’ were changed
- Visual scaling of ‘Sea Creeper‘ and ‘Snow Creeper’ was changed, now they are 20% bigger
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Version 2.85
- Support of the game v1.0.36789
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Version 2.80
- The shared skills of combat animals were set at fixed levels
- Visual scaling of ‘Berserker‘ and ‘Tyrant’ subclasses was changed, now they are slightly bigger than others
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Version 2.75
- Dark Steed is visible now
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Version 2.70
- Support of the game v1.0.36729
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Version 2.60
- Support of the game v1.0.36161/v1.0.36369
- Some minor changes
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Version 2.50
- Plague-ridden units now have their own portraits
- Plague-ridden units got additional skills in the tree
- Plague-ridden units now can wear light helmets, their backpacks can be hidden
- “Personal Cup” is more useful now
- Animals, plague-ridden and creepers are now immune to ‘Disarm’ status
- Creepers and plague-ridden can be executed in camp, willpower also reduces their taken damage
- Several defects were fixed
- “Valorous Chain” description was updated to show how it actually works
- Several AoE skills got base minimum damage to trigger “Valorous Chain” effect. The damage is not presented in their descriptions
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Version 2.40
- “Spear of Mehyt’s Adjutant” got an additional skill
- “Spear of the Ancient Soldier” can be upgraded now
- Default damage of all animals and creepers was increased
- Crafted shields got their own skill “Perfect Parry”
- “Field Tests” skill was changed
- “Corrosive Impact” skill was changed
- Other small changes, see ReadMe for more details
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Version 2.30
- Scaling of Arena Gladiators was changed: 30% extra stats on Novice, the rest – 60%
- Scaling of Leaders was changed: 20% extra stats on Novice, the rest – 30%
- The reward for quest in Saint Lenaid's Abbey was changed into the Priest’s Robe
- Due to some exploits additional Trinkets in stores were replaced with Trade Goods
- ‘Slice’ and ‘Cleave’ abilities got secondary effects
- “Forced Recoil” skill (Recoil Bomblet) got secondary effect
- ‘Victorious’ effect was changed and it is permanent now
- Animation set for “Clink’s Sword” was changed
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Version 2.25
- AI tweaks based on feedback
- Defect with night vison/rage effect was fixed
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Version 2.20
- Some changes to Man-at-Arms, Soldier, Swordsman and Knifeman
- Skills that allow to capture now remove ‘Fleeing’ status from merchants upon capture
- “Art of the Forge” is more effective now
- Bear and White Bear were reworked, now they have less health and impact enemy scaling less
- Due to many base game defects Brawn Bears were removed from lists of factions, existing ones stay as they are
- “Animal hunters” strategy now allows to catch only animals
- Many traits were updated, extra stats were added
- Several groups of animals got second skills for their packs
- Several items got additional skill “Close Ranks”
- The last story quest in Belerion now grants a recipe for the unique spear that can be wielded by soldiers only
- Soldier and Mercenary got their own ultimate skills
- Max number of items in trinkets stacks was increased to 15, probability of trinkets to appear in stores was reduced
- “Bog Thunder” is funnier now
- Several skill icons were changed
- Additional AI tweaks
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Version 2.15
- Creepers and Tyrants could not bear the champion crown – they are back to their usual size
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Version 2.1
- Sea and Snow Creepers ate well and grew in size
- Some changes to Snow Creepers, now the unit is more AoE oriented
- Black Wolves cannot howl so they learnt how to snarl (skill reset is recommended if they are L11+)
- White Fang was changed (reset skills before updating the mod to v2.1 if you are using him)
- Berserkers and Tyrants look like the ones with tripled Constitution, they are true “Like a boss” now
- Judge's Attire was added as a quest reward
- Minor changes to Punchman class
- “Waterproof Sealant” was moved into Workshop tab
- Minor changes to “Belerion Talisman”
- Mr. Marheim grants additional rewards in the final quest
- Basic attack of Dark Steed is small AoE now
- Merchants learned how to kick and can be captured now (but they are still dumb and do not really flee the combat area)
- Prices of all trinkets were increased, all travelling merchants have a chance to have them in store
- Small tweaks of Paths, mostly of the Crime one
- Two Destiny Challenges were made more interesting
- Apple Cakes require 1 less apple now
- Worker’s Headband is not available by default any longer (as intended)
- Flaking and Support strategies were changed, they are shown in combat now, maybe they are too strong
- Coordination strategy was buffed
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Version 2.0
- All classes were revised, skill trees were changed, new skills were introduced. A new subclass now grants 5 skills
- All ultimate skills are now base actions, some of them now can be accessed at levels 6-9
- All combat animals and creepers now have ultimate skills
- Saurians now are non-combat animals with the appropriate skill line
- All enemy factions were revised, units and their skills were changed/adjusted
- All unique NPCs were changed, now there are 14 of them + 1 extra special one (don’t tell anyone about him)
- Armors and helmets of several factions can be crafted now – the corresponding recipes are quest rewards
- All armors/helmets from Arenas were revised/updated (thanks to Zantesuken for the list)
- The weapon from the Alazar’s tomb is now Spear of Mehyt's Adjutant, Mehyt's Kopis is now the reward for the last quest in the region (any side). Mehyt's Kopis was changed into a weapon worth the General
- New rewards were added to the hard mode of all Arenas, most of them are new unique items
- Rewards for levels 5 and 6 of the Paths were added
- Animation, sound and visual effects for many skills were added/changed
- Belerion-specific items were added to the trader at the Belerion Travel post and to peddlers in the World
- All Champions of Arenas and World Bosses were buffed
- Leaders, Veterans and Gladiators were buffed
- Rewards for Rouste matches were changed/updated, most of them are new unique items
- Alazar region can be chosen as a starting region now
- Combat AI rules were changed, expect more deadly blows and less friendly fire
- Many other changes, see ReadMe for more details
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Version 1.65
- Support of the game v1.0.35174
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Version 1.61
- Only for the game v1.0.34602 - fix for the Alpha wolves
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Version 1.60
- Several defects were fixed
- ‘Booty’ and “Animal Hunters” skills do not capture special units any longer
- Guardian's Heater Shield, Traitor's Dagger and Saint Septimus' Mask are upgradable items now
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Version 1.56
- "Narses Shot" skill was fixed
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Version 1.55
- Several defects were fixed
- “Goldsmith's Pliers” skill was removed from the mod, it was replaced by other skills
- “Goldsmith's Pliers” skill on the belt now has 30% chance to happen (up from 15%)
- Animals packs scaling on Adaptive difficulty was reduced by 35%
- The mod for game v1.0.33020 has new armors available for crafting (for test purposes for now)
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Version 1.50
- Several defects were fixed
- Skill ‘Forceps’ was removed from classes, it was replaced by ‘Salty’ skill
- Skill ‘Forceps’ on the belt now has 30% chance to happen (up from 15%)
- Ratio of boars and hogs in enemy groups was changed from 2:2 to 3:1. The same was done for wolves
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Version 1.45
- Several defects were fixed
- Crime path Level 6 grants “Poison Mastery” now
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Version 1.40
- A new level 2 strategy: Animal Hunters
- All creepers now get trait “Instinctive” by default
- Two skills of the workman class were changed to affect relationship negatively – to support Sociopaths and to help to remove negative traits from others
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Version 1.35
- The issue with bears was fixed (needed only for game v.1.0.34393)
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Version 1.30
- “Goldsmith's Pliers” is now a backpack accessory
- “Loose Change” is now a backpack accessory
- Some tweaks to power scaling and reinforcements
- Cooldown of “Truffle Boar” effect was reduced
- “Location Markers” feat is more useful now
- “Make an example of them!” feat is more useful now
- “Methodical Exploration” feat is more useful now
- ‘Whip’ tool is more useful now
- “Remarkable Organism” skill was improved
- Workman’s ‘Pickaxe’ tool now actually looks like a pickaxe
- Some icons were changed
- Secondary stats of 2h weapons were slightly increased
- Weapons are hidden now when a companion sits by the campfire
- Learnt specializations (of the main 7 classes) will add more options for levels 9 and 10
- The Might Path quest reward was redesigned (the skill is combo of left and right weapons)
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Version 1.20
- Tomb Creepers remembered that they used to be the Ancients and grew up in size
- Dismantling of light and medium armors also grants ‘Cloth’
- Some names/texts were corrected
- Several Champions got some extra health
- A torch can be used as a mace now/new weapon recipe
- New type of weapons was introduced – 1 handed spear. Soldiers and Spearmen (and some NPC) can wield it. New items were added to the anvil craft list, several existing polearms were converting into 1 handed version
- Spearmen can use shields now
- Traps and Flasks can be crafted now
- List of camp tools in the Compendium was reorganized a bit
- The nobleman in Gozenberg is ready to earn some krowns as sellsword
- “Blood Thrill” skill was changed, it was added to Creepers/Plagueridden skill lines
- The Mystery Path quest grants ‘Bookcase’ now instead of the belt. The Illuminating Buckle was removed from the Compendium
- Brunhilde Adr Alazar grants a new recipe/skill now, make sure to collect as many strange tubers as you can if you are going to support her
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Version 1.10
- ‘Spear Throw’, ‘Pumpkin’ skills are scaled with DEX or STR instead of only STR
- Some icons were updated
- Several traits/bonuses were changed
- The inquisitor in Harag is now true to her name
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Version 1.05
- This is Sparta… I mean ‘Push out’ skill got the unique icon
- Several defects were fixed
- The pirate joins the club of unique NPCs for hire (the looter in the fields)
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Version 1.0
- Some of the new skills’ icons were changed, several existing skills’ icon were changed
- Some texts/names were changed
- Animals got their own utility skills
- Some NPCs got additional passive skills/traits
- Ghost animals are true to their names now, they got two additional passive skills
- Workman resizing issue was fixed, now it should fine even in existing saves
- Workman got 3rd specialization
- Most of skills with Morale effects got additional functionality in order to make them more versatile
- Several skills now deal pure fire damage
- Combat difficulty of Extreme was increased by 15%
- The mod supports Russian language now
- Minor camera tweaks were applied
- Base game defect: Carrion-Eater ability was fixed
- Creeper-type creatures got additional skills at levels 4, 6 and 8, Frozen strike has small AoE now
- Several Path options were adjusted
- ‘Tactical Order’ radius was increased by 1
- Prices for alcohol were standardized
- ‘Halter’ was adjusted
- “Brave Victory” grants 2 Valor Points now
- New class ‘Mercenary’, added to the Merchants start, can be hired in taverns or via the vacancy notes. ‘Workman’ was moved to the Apprentices start
- ‘Soldier’ is able to choose a defensive passive skill twice now
- All animals get 2nd skill at level 3 instead of having it by default
- Minor changes to basic classes stats distribution
- 3 unique NPCs that can be hired in the World are truly unique and more interesting now: meet Ravager, Scoundrel and Witch. The rest of them are planned for the next updates
- Access to the tavern basement was closed
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Version 0.95
- Some of the new skills’ icons were changed, several existing skills’ icon were changed
- Some texts/names were changed
- All backpacks on companions now look like light bags
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Version 0.90
- Most of damage dealing skills were revised, all values were somewhat standardized
- Three new work tools were added to the game, they can be used by workmen only. The items are quest rewards in Gosenberg city quest line
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Version 0.86
- Skill ‘Nocturnal Growling’ was fixed
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Version 0.85
- All types of Creepers and Plague-Ridden now have ‘Punch’ ability by default
- All types of Creepers and Plague-Ridden now are able to use belts and backpacks
- NPCs got new shared tactical skills at level 7 and 10 (like “Anticipation” or “Intervention”), active shared skills (like “Aim” or “First Aid”) were removed from them
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Version 0.80
- Workman and Soldier classes were changed, now they can be hired in taverns or via “Human Resources” menu
- Some changes to the starting groups
- “Bare Hands” skill was removed from NPCs, now it is granted to any unit with “Disarm” status. NPCs got new shared tactical skills at level 12 (like “Anticipation” or “Intervention”)
- Alternative version of the mod has been removed, Brigand class is no longer available
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Version 0.70
- New 2-handed weapons with “Oil Concentrates” skills were added to the Alchemy Table
- Final quest rewards for the Edoran region were adjusted, each of the three sides provide their own rewards
- Alternative version of the mod has two new classes presented in the starting groups instead of animals. Soldier and Brigand have usual skills lines of Man-At-Arms and Knifeman correspondingly and may use several types of weapons. Not fully tested, pls report any found defects
- In the alternative version the farmers starting group now has Hog instead of Workman
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Version 0.65
- Enemies gained several shared skills, the sharp eyes skill fixed
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Version 0.6
- Initial release on Nexus
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The following has been reworked:
- combat parameters, stats and strategies;
- all main classes, animals and all related skills;
- fractions, their composition;
- professions, many quest rewards;
- weapons, armor stats;
- tools, craft items;
The concept
This overhaul includes a lot of changes, to make it short - below are the main ideas and concepts underlying Wartales Remastered:
- each class is unique and has its own style/gameplay;
- all gameplay mechanics should matter and be useful;
- new abilities per each level, way better animals, creepers and more options to combine combat units;
- there are non-combat human companions (not prisoners) and animals (they do not impact scaling of enemies);
- there should be variability in the game, and quest choices matter, many new quest rewards are unique;
- all the classes have abilities to be played in different roles, 3 natural archetypes (aka tank, damage dealer and support) are presented, most of them have overwatch-style abilities;
- new fully functional classes and more interesting options when hiring NPCs, list of unique characters is here;
- means to play the game again;
- restored content: quests related to Paths.
For more details please refer to this article (link) or ReadMe file in the mod.
Recommendations
- New game is a must!
- Disable turn order – the game will be more interesting and tactical;
- No ironman, too many things may become broken;
- Use the last version of WR Visuals (changing haircuts of NPCs changed my perception of the game);
- The game with the mod can be easy or difficult, it depends on set up and actions. Expert and Master difficulties are less forgiving than in the vanilla game. When playing on adaptive, make sure all team members have the same level;
- Use reshades, it makes the game more colorful and applies antialiasing with no performance setback;
- Enjoy the life and the game!
Installation
- In the main game folder (Steam default path is …\Steam\steamapps\common\Wartales\), rename/delete the next files:
texts_en.xml
- Extract “res1.pak” file from the downloaded archive;
- Copy the extracted “res1.pak” to the main game folder;
- Start the game – message about the mod should appear;
- Play and have fun!
No other mods are supported; no DLCs are required for the mod. Wartales Remastered modifies "Pirates of Belerion" DLC, the rest are not changed.
The mod supports the listed languages by default.
Notable Base Game Defects
- Reinforcements when they are not supposed to be: the initial combat screen does not show any reinforcements, but in actual combat there are 2-3 waves;
- Inquisition troops (even story/quest ones) are scaled like Guards, the more the Suspicion level, the more reinforcements. Solution: nullify the Suspicion before fighting them. May be the last two issues are related and some other factions react to Suspicion;
- Wielding a torch (in any hand) makes results/information of crafting activities invisible;
- Prisoners' levels impact the level of the whole troop. If their(prisoners) levels are higher than the rest of the troops, enemies will be higher levels than they are supposed;
- Damage output is calculated incorrectly, units deal way more damage than intended, it seems the critical damage bonus is applied twice;
- Difficulty settings have some issues, it may lead to incorrect enemies levels/scaling and to incorrect levels of crafting gear. Save and reload after any changes. Workaround for crafting: change difficulty to "Master", save and reload.
