Since June of 2008 the 1035 Mod has been released to the public and is in it's fourth major release. A lot has changed since the first version. Version 5 will be the next release with hopes for next winter.

Version 1 - June 2008

After signing the NDA in January of 2008 I began work on the 1035 MOD. I had modest goals when I started I wanted to see if a new playable side could be added to the game. So I began the journey towards adding the race. The original plan was to go with Giants since I wanted to bring back the classic Giant from Warlords Battlecry I. But since the Rock Giant was part of the Ogres Race in Warlords IV I opted to go that route choosing Ogres.

Getting the code for the new race to work took a lot of time and when version 1 was released the AI for the race did not work so one could only lead the Ogres and not face them. Needless to say very frustrating for me to say the least.

On the art front it took me a while just to figure out how to model and to render and make the actual sprites. Some units took me 4 tries just to get it to where I was ok with it.

I was however able to add the Time Magic code from 1.0323 code and I created the Tyrant class to utilize it. Custom portraits slots were added in version 1 as well.

First New Playable Side beyond the original 16 races Ogres

First New Hero art not done by I2 Ogre Hero

Custom Portrait Slots

Version 2- July 2008

Version 2 was all about adding the Goblins which started out as just a Goblin avatar add on for the Orcs. But I got some ideas for more units and put together the race the same way I done the Ogres. When all the code was done though and it was time to try the race out I was elated that the AI worked flawlessly!

The Goblin Race was the funnest bit of modeling I had done so far to say the least

The Goblin Cannon was a new unit and the plan for it was to pick up Goblins and shoot them. I had tagged the Goblins the same way sheep were tagged so the enemy ai towers would ignore firing shots at them!

Needless to say this didn't go over that well so I back tracked creating the second exe (10352) which disabled this feature

Grand Warlord AI was created also in this version but the pesky Ogre AI still didn't work.

First New Playable Opponent beyond the original 16 races Goblins

First Flying Seige Weapon Zeppelin

Grand Warlord AI

Version 3 - December 2008

Version debuted just before Christmas 2008 highlighted by the inclusion of the Dragon Race. There was a lot of code for this race as well as unit and building art but like the Goblins when it was all done the AI worked flawlessly again which left once again the Ogres without AI.

I was determined not to release the mod without the Ogre AI working so I back tracked and completely rebuilt the Ogre side and it still didn't work. I swapped out the hero avatar with the goblin one and to my shock the race AI worked! So after all that trouble it was just a little thing. So I was thrilled to release the update with the all the AI working.

Shortly after the release I was able to make some great improvements to the 3 races stat wise to make them more effective. Up to this point of the project the biggest accomplishment was getting it to work in the first place!

On the forums I was answering a tonne of bug reports which gave me a goofy idea. What if a giant bug would appear and destroy your base. So I was working on a ship update for the mod and I kinda snuck the Giant Carabid thing in there and kinda waited for a Bug report. The idea worked so well I shortly after made the Sandworm.

The ships were added around March of 2009. I had wanted the Ferry unit to work like the old Warlords Battlecry I but was unable to do that . So born out of that frustration was the buttons to land troops. All in all I was happy as I able to get the AI to at least put up a battle and use it boats to the fullest. Unfortunately I was unable to get the AI to stop building land locked troops on island maps which meant they would use up their army limit all to often.

Two major updates later in the year centered around hero avatars highlighted by my spelling gaff. Pretty funny considering Avatar was one of the top movies at the theaters at the time. I guess I spent to much time modding!

First New Race with self made Building Set Dragons

First Mod to include Ships

First Mod to add more avatars

First Mod to add more feature packs

First Mod to allow more terrain packs

First Mod to have 19 playable sides and playable opponents

Version 4 - November 2009 - present

I wanted to add some new spells for the Goblin Race so I began work on a new sphere. That soon became 3 new magic spheres and in November 2009 Version 4 was born.

Focus now turned towards improving the art work which suffered some from so much code work previously.

Disappointing to spend so much defending the mod in the public arena I took some time away from the project . I had made some new graphics for the Dragon Race which looked great but went largely unnoticed.

New Building types were created which gave various bonuses to the sides that owned them.The coolest being the Mana Node which speeds up mana regeneration for your spell casting units (not hero).

I created the Dwarflands mini campaign in 2010 which was highlighted by new feature packs.

One more feature pack was created then I took a hiatus til July 2011 when I put together the 1.03B executional.

I have finally had some time to do some art and in 2012 I redid the menu art and made it separate from the game.

The Goblins just got new sprites as well as the Ogre hero avatars.

First Mod to add 3 magic spheres

First Mod to add new building types