Cataph’s Kraka Drak: the Norse Dwarfs
Hello, six-years-old mod here. A lot of you know this thing.
First battle release post with changes and update notes.[www.patreon.com]
The Norse Dwarfs are a subculture of Dwarfs (whaddayaknow) who live in a corner of Norsca. They lived for centuries separated from their southern cousins and only recently met again with High King Thorgrim. With that in mind, what follows is a mix of established lore and OC integration.
This faction overhaul defines Kraka Drak’s features under Great King Thorgard Cromson. Norseys are considered a weird lot: they are relatively outgoing yet prone to enjoying the melee a bit too much, and trade with the few surviving non-chaotic Norscans nearby.
Practically speaking, they don’t have gunpowder, have a bit of their own steam tech, a lot of rune magic and a few stroppy berserking lads. A handful of friendly Norscan allies adds some useful complements.
– 11+ new units, mixed with a few vanilla units, with 8 Regiments of Renown (one being a pseudohero).
– Custom Legendary Lord and one new Lord type.
– Customized character skills.
– New tech tree built from scratch.
– New building chains and landmarks.
– Appropriate Garrisons.
Secondary features: slight reskin for basic dwarfs in the faction, uniform colour rehued to be greener like in the artwork, and some settlement renames (waiting for a better system).
Also, this mod deliberately shoves Malakai to start a bit more eastwards in IME, so that KD can exist again.
– Use with Mixer as required. No idea what happens without atm. Mixer not needed for skirmishes.
– Use in IME/TOW campaign. RoC probably not worth the effort, don’t even try enabling it there, some big bits won’t work.
– Works in Robie’s TOW campaign and TOW classic (no reclamation mechanic atm).
– MP untested but should work.
– Don’t use with overhauls without submods, and don’t ask me to make them[tw-modding.com]. If you are using an overhaul’s submod, don’t report balance issues to me.
– Supports TTC and Variant Selector.
– BEFORE you report issues, follow the troubleshooting guide[tw-modding.com]. Who am I kidding, you’re not even reading this.
– If you have 1366×768 screen resolution or similar or otherwise tech tree doesn’t fit in your screen, use this submod as well.
CREDITS
– Mixu, for the unlocker and script help. I wouldn’t be doing any of this without this kind of support.
– Wolfremio, for preparing, rigging and animating the Drakken.
– DrunkFlamingo and Lorgal for the frontend VMD thing.
TOOLS
– Frodo and supporting crowd for RPFM, which makes modding bearable.
– h3ro/Ole for the asset editor tool, which makes model bashing actually accessible.
– CA for mod support, which makes everything possible.
– Marthenil for updating selfie/porthole tool.
– some pics in gallery by DungeonMaster
KNOWN ISSUES AND TO-DO
– Since 5.0, campaign effects will show units you don’t have access to (e.g., Thunderers of any kind). I can’t fix this, CA would need to roll back the change.
– Some 2d portholes need to be redone.
– Some rune icons will be redone.
– Cromson’s boat doesn’t show up on campaign map for the moment.
FAQ
– Don’t ask me about post-confederation recruitment of the other dwarf units. It’s a technical/balance mess and not a thing for vanilla factions with unique features/units. If you want to make a submod, knock yourself out.
Don’t forget to provide feedback and rate!
FOLLOW VIA PATREON BLOG[www.patreon.com] for dev posts, detailed patch notes, updates and stuff!
Before commenting, follow the TROUBLESHOOTING GUIDE[tw-modding.com].
Also, JOIN THE MODDING DEN DISCORD SERVER[discord.gg], designated lurking place for me and other modders.
