Version 1.6 of the Medieval II: Total War: Kingdoms total conversion mod that puts the game into the world of The Elder Scrolls includes a laundry list of bug fixes and additions.
1.6 changes (Some changes may not be taken into account due to the chaotic nature of the work specifically on this version):
UNITS:
- New sprites for House Dagoth and Black Marsh
- All missed unit icons and info cards have been added
- New cavalry unit for Cyrodiil Empire
- Blades are available for hire in the Imperial City and Cloud Ruler Temple
- Some units of House Telvanni have been reskined
- Orsinium heavy infantry reskined
- Valenwood light infantry reskined
- Draugr units reskined
- Shadowscales of Black marsh reskined and rebalanced
- A lot of units have been rebalanced, including units of Great Houses and pikemen
- New models for Divayth Fyr, Dagoth Ur and Neloth. Sotha Sil has been reskined
TEXTS:
- Most of text bugs fixed
CAMPAIGN:
- New settlement models for Ashlanders
- New settlement models for House Telvanni
- New spy model for Black Marsh
- The terrain of Black Marsh is partially modified: dense forests have been added
- Aldmeri Dominion AI became more aggressive
- Cyrodiil Empire AI became more aggressive
- House Dagoth AI became less aggressive
- Reduced rebel garrison in some settlements
- New steward for New Ebonheart
- New resources have been added
ARCHITECTURE:
- New architecture for Orcs, it can be used in custom battles
- New architecture for Telvanni and Valenwood
SOME FIXED BUGS:
- Oblivion and Undead units crush has been fixed
- Skaal script for Telvanni has been fixed
- Ald'Ruhn collision has been fixed
Credits: DaedraWarrior