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The whole roster of the celts is being remade and there might be some changes and additions to other factions.
That would require new assets which at this point isn't really an option until we focus on Thracians as a whole.
Current version should work fine with 1.158, future versions will require at least 1.161 because of newly added operations.
Most likely yes.
To remake most of the mod and expand upon it.
Unfortunately it's a bug I noticed way too late, the culture defaults to Roman even if you picked another one. Working on a fix for the next release.
I believe that to download large files you need a moddb account and to be signed in.
Else you can use the google drive mirror:
There are mercenary Thracian peltasts available in Greek and Macedonian taverns. We'll most likely continue updating current factions and expand upon them before adding new cultures.
There were no dedicated gladiators/gladiatorial games in this era, we'll figure out something in the future though as a replacement of the native arenas.
"The Late Roman Legionary", we're working on early/mid Republic which corresponds to the equipment of the "Republican-era legionary" from the link.
You're probably thinking of the wrong timeframe there, our Roman units are as armoured as they would get in the 3rd century B.C.
Depends on various factors: difficulty you are playing with, factions and troops you are using and facing, terrain, etc... I've experienced it going both ways, either square cutting through the line formation or the line enveloping it.
Only a few factions use the square/manipular formation anyways. Rome, Samnites and Macedonians mainly.
1 - Maybe, none of us owns Viking Conquest so we don't know how well it works there.
2 - It would look odd with the current animations, plus it would require to be either destructible or indestructible which both cases are problematic.
Mod was made for 1.153+ and next update requires at least patch 1.161.
- Celtic faction overhaul, the split ought to be in a future version (planned for 2.6).
- Re-organization of the mods resources, more content and yet about the same size as 2.5 without compressing anything or removing items, quite the contrary. We used some operations added by Warband 1.161+ to make a smarter use of the mod resources which makes 1.161 or more recent patches mandatory to play the mod.
- Javelins are now carried in the left hand instead of being carried in the back or left invisible using some workarounds:
Not the best image example but I'm too lazy to take other screenshots right now, plus a couple of positions need to be fixed. Also applies to the AI.
- Various bugfixes, re-balances and updated scripts.
I'm mostly waiting to get a break and for Rgcotl to finish the models so I can complete the updated celtic roster, fix the recruitment script when the player has its own faction and some general polishing before updating the mod. Seems like a damn long wait for so little but before working on that patch we were busy on 2.6 which turned out to take more time than anticipated.
Thanks, next patch will be mostly fixes and a few more additions to SP but nothing too big, we aim to overhaul the SP for the 2.6 version.
Why exactly? You have both SP and MP in the same package which I'd assume is convenient to anyone that would want to try either or both. It's enough trouble managing versions and backups when facing inevitable hardware problems so I'd rather not have to juggle between a MP and SP only versions of the mod.
No, arenas have been disabled until we can come up with a better system.
If it's not listed, it's not there.
Carthago Delenda Est. I1.kym-cdn.com
You'd see it coming if we were working on it significantly, all we have is one armor model for them because it was just a matter of making a variant of an existing model. Carthage requires a large amount of work and we're not done yet with most of the other factions, we have new assets to be made for them and some older ones to be updated.
Something like a month or two maybe. Depends on how much free time we can manage to replace the roman hamata models with new ones, a couple more stuff for the Celts, some model positioning and animation fixes.
Mostly my fault and the curse of setting a release date, my pc died by the end of March and it took two months to get it repaired which was right in the beginning of Uni exam season. Meanwhile we started adding more stuff than originally planned which we'll show soon™ once it's presentable enough.
No Carthage yet and there's a MP event most Saturdays at 18:00 in the official server.
Unlikely as of now but not impossible in the future. The thureo started being used in Hellenistic armies after the Celtic invasion of Greece (later known as Galatians) circa 280 B.C., so 20 years after the starting point of the mod. If we ever reach the point where we have too much time in our hands and start including event/condition related reforms it's a possibility, an unlikely one as we have plenty to do before reaching this point.
Diversity mainly, while it isn't as popular as the Imperial era I find it more interesting on most aspects, there's a large diversity of cultures present, much more variety in military equipment and more wars going on.
Because it´s a significant anachronism, meaning that it's out of time as it wouldn't be invented/used until 300 years past the starting date of the mod. The mod itself starts right before Rome's first major expansion into Italy, the early republican era Rome is rather different from the Imperial era Rome and still a rather minor faction in Europe. A different era with a different struggle.
No, we haven't touched them yet. We'd want to make something completely different from the random Warband arena brawls but that requires new scenes, props and scripts and right now we're focusing on making a stable base to expand upon.
Next patch brings some additional optimization on resources that should make for faster loading times and better performance.
After that I don't think there is much more that can be done to improve the performance without downgrading textures and models or making lods manually which is rather tedious work. I doubt the mod will ever run as well as Native so if you have any trouble running it you should expect the mod to run worse. You should enable load textures on demand in the launcher options so the textures are only loaded when they are going to be used, longer load times but overall better performance.
We need to finish the current factions first, after that we can add other factions. Plans for the near future include splitting-up some of the current factions.
More than most clothes but less than a subarmalis (because of the padding).