Calradia 1050 A.D.: Mercenary Uprising is a single-player mod for Mount & Blade Warband 1.158 and higher. The main gameplay features of this mod include Diplomacy 4.2, PBOD .92, and Freelancer 1.51, with several fixes for Freelancer bugs. *** The mod also includes several popular OSP kits and codes, including bridge battles, tavern animations, banking, outposts, recruitment from castles, and the salt mine. *** Various OSP arms and armors have been added to make each of the original factions' troops more distinctive and more varied. Lower-tier troops are armored with light cloth armors, middle-tier troops have thicker cloth or leather armors, and top-tier troops have metal armors. *** The troops trees have been re-done to add skirmisher lines to each faction and to add mounted skirmishers to the Nords, Rhodoks, Sarranids, and Eastern Province. Two new factions have been added.

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The new version is ready for download. This mod is compatible with Warband versions 1.153-1.172.

Calradia 1050 A.D.:  Mercenary Uprising ver 2.5


Version 2.5 is not save-game compatible with older mod versions.

Changelog from Version 2.01 (with patches) to Version 2.5

A. TROOP CHANGES

  • Each faction (except the Khergiz) have two footman lines that diverge from the tier 3 footman. One line is armed with regular one-handed spears while the other line is armed with a special two-handed pole-arm. For example the Nord Skilled Spearman upgrades to Nord Veteran Spearman or Nord Veteran Halberdman. The Nord Veteran Spearman upgrades to Nord Spear Leader and the Nord Veteran Halberdman upgrades to the Nord Halberd Leader. (In the previous version 2.01, the two veterans upgraded into a single sergeant).

  • Each faction (except the Khergiz) has a skirmisher line that can upgrade from the tier 2 infantry. The skirmishers are designated as infantry rather than archers and I have added a script that forces them to be equipped with throwing weapons. The advantage of this change is that the player's constable will always upgrade troops to archers if the player requests this. Under the old system, the troops might upgrade as skirmishers or archers since both are ranged troops.

  • Each faction has an elite troop at level 35. The Swadian, Eastern, Sarranid, and Khergiz elite troops are mounted while the Vaegir, Nord, Rhodok, and Kelton elite troops are not. Thus, the elite troops for the Swadian, Eastern, Sarranid, and Khergiz factions is part of the mounted professional upgrade path while the elite troops for the Vaegir, Nord, Rhodok, and Kelton factions is part of the infantry professional upgrade path. Only the Nords and Custom Troops (hired from castle/town barracks) can upgrade to their Elite troops from both of their professional lines. Only the kings' party templates include the elite troops, which is the same as in prior version.

Faction Troop Changes:

Swadians:

  • I have added a mounted commoner troop for the Swadians. The Swadian Veteran Militia (level 20) upgrades to either a mounted sergeant or foot sergeant (level 25 common).

  • Added a Senior Man-at-Arms (level 30) to the professionals line.

Vaegirs:

  • Added a Druzhina infantry to the professional line (level 30).

  • Added a Vaegir Druzhina Archer to the Vaegir professional line (level 30).

Eastern:

  • Replaced the Guard with the Skutatos (Level 25).

  • Added a Noble Guard to the professional line (Level 30).

Nords:

  • Added a Mounted Raider to the Raider line (level 25 common).

  • Added a Hirdmann to the Professional line (level 30 professional).

  • Both the Hirdmann and Huscarl can upgrade to Nord Elite, the Nords are the only faction that has two different upgrades paths to elite.

Rhodoks:

Added a new line to the Rhodok professionals, starting with Rhodok Comite (level 25), which upgrades to Rhodok Equite (level 30). The Equite is mounted.

Sarranids:

  • Added the Sarrandid Ghulam to the professional unmounted line (Level 30).

Keltons:

  • Added Kelton Dryhtmann (level 25) to the professional infantry line. The Dryhtmann upgrades to either the Kelton Gesith or Kelton Mounted Gesith, both level 30.

Khergiz:

  • The Khergiz Trained footman (level 15 common) upgrades to either the Khergiz Veteran Footman or the Khergize Veteran Skirmisher, both level 20.

New Commoner Troops (non-faction)

  • I have added an archer option to the adventurer line of troops that starts with the "Farmer." The Farmer now branches off to either Novice Adventurer or Warder Archer. The warder archer is armed with longbow and axe.

  • I have created two new higher tiers for Caravan Masters. Caravan Master is level 10, Veteran Caravan Master is level 15, and Senior Caravan Master is level 20.

New Outlaws

  • Coastal Pirates spawn in Kelton Lands and have lairs.

  • Black Khergits spawn in Khergiz lands and have lairs.

New companion changes

  • Added dialogs for the 4 new companions permits player to send them on missions.

  • Each of the 4 added companions is equipped with armor and weapons from the faction they had served.

Troop Attributes: I modified the way attributes are assigned to common, professional, and elite troops:

  • Common troops (not including archers and skirmishers) have defined attributes of str_10 | agi_7 | int_8 | cha_8

  • Professional troops have defined attributes of str_12 | agi_8 | int_8 | cha_8.

  • Elite troops have defined attributes of str_14 | agi_8 | int_8 | cha_8

Troop pay changes

  • The base troop pay was reduced to 76% of the original value.

  • Un-mounted commoner troops are paid on this base scale.

  • Un-mounted Professional troops are paid 50% more than the base.

  • Un-mounted Mercenary troops are paid 50% more than the base.

  • Mounted troops are paid 100% more than the base. Given the reduction of the base, this is only slightly higher than in Native Warband.

Troop Face changes

  • Discontinued use of Nemcheck's "improved ethnic faces" codes except for Sarranids. All other faction troops use Native Warband codes.

  • Use several male faces from Jedidiah Q's OSP.

  • Changed most Eastern Province lords and Khergiz lords face codes to make them distinct from each other.

  • Changed the names of all Eastern Province Lords to reflect a more Byzantine culture.

Troop Recruitment Changes

  • Village Manor recruitment of Special Archers- Building a manor in village permits player to recruit normal village troops or better-trained and better-equipped archers/crossbowmen.

  • Castle/Town Barracks recruitment of custom troops is unchanged from last version.

Troop Equipment Changes

  • I have made numerous changes to the troop equipment, too many to list here. I have tried to give each faction distinctive weapons and armor to differentiate them from other factions.

  • All commoner foot soldiers will spawn with spear and one-handed weapon.

  • I have made "light" versions of all the bows so that ranged troops having lower power draw can use their faction's bow. The damage caused by light bows is also adjusted down.

  • I have tried to limit the use of pure two-handed weapons for professional troops since a certain percentage of troops equipped with two-handed weapon will spawn without a shield. Instead I have used the two-handed pole-arms such as the long axes and other similar weapons that I have added to the items. Each faction has its own special types of two-handed polearm. Some of the higher-tier mounted troops and lords will be found with regular two-handed weapons.

  • I have added a large number of new arms, armors, and shields. Many of the new armors and shields are of my own design using Native and/or OSP meshes. I have also improved a number of my armor and weapon textures from the previous versions.

  • I have taken certain armors and weapons that did not fit the time period out of the stores. There are still a few anachronistic weapons but I leave it up to the player to either use or not use them.

  • I have tried to standardize the weight, armor values, and prices of the heavy and elite armors. These armors will be quite expensive to purchase.

  • I have used Rongar's Item Factionizing tool to factionize the items in the stores.

  • As of now, the total item count is 1800.

B. SCRIPT CHANGES

  • Added my own script to enable the hiring of special ranged troops in villages having a manor.

  • Expanded the script for hiring Noble Equites to also include a chance at Adventurers, Warder Archers, and Fighter Women. You must have an honor rating of 10 or higher to have these troops ask you for work.

  • Added a modified version of Tocan's script to have liege give the player armor after becoming a vassal.

  • Added a script to force skirmisher troops to have throwing weapons (since skirmishers are now classified as infantry rather than ranged).

  • Changed scripts to give new outlaws lairs and starting quest.

  • Added scripts for 21 new banners.

  • I am sure I am forgetting some other script changes....

C. TOURNAMENT CHANGES

  • Win amount is 500 denars.

  • Equipment changes- lance replaced with blunt spear, two-handed sword replaced with practice mace, javelins removed.

D. FREELANCER CHANGES

  • Change from 14 days to 30 days to re-enter service of lord before being declared a deserter. This is important change, especially when either the player or lord the player is serving gets imprisoned.

  • After 30 days the player can request to be retrained as a Professional, allowing promotion to the highest tier.

E. SCENE CHANGES

  • I made a few improvements to the siege scene of Ashford. The defenders should no longer get bottled up as they rush reinforcements to the breach.

  • I added starting quest bandit lair scenes to the Kelton and Khergiz lands.

F. NEW BANNERS

  • I have added 21 new banners from the unused banner sheet. The player can select these banners- they will be the last set of banners to choose from.

The new item OSPs added for ver. 2.5 include:

  • Raptor OSP-selectedweapons.

  • Stepan Dinavoa OSP- armor.

  • Battle of Europe OSP- several armors.

  • Several armors and weapons from previously credited OSPs such as IgorBB OSP (May 2016) and others (see credits lists below).

  • If I have somehow omitted your own work from the list, I apologize for the oversight. Please PM me at ModDB.com. Redleg99 is my user name.

I have also taken Charan's Polished Skyboxes out of the mod.

Development Diary for Ver. 2.1

Development Diary for Ver. 2.1

News

I am currently in the final phase of completing version 2.1. Read below for some of the key changes from the previous version.

Developer Diary for Version 2 patches

Developer Diary for Version 2 patches

News

I have identified a few small glitches that I will be fixing for the first patch. The first patch will be save-game compatible.

Update for Dec. 9 2016

Update for Dec. 9 2016

News 5 comments

I am still working on version 2 of the mod and will release in December 2016.

July 2 Progress Report

July 2 Progress Report

News 5 comments

I have been making good (but not rapid) progress on version 2. My main focus since the last progress report has been on new recruitment features and adding...

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Calradia 1050 A.D.:  Mercenary Uprising ver 2.5

Calradia 1050 A.D.: Mercenary Uprising ver 2.5

Full Version 31 comments

This mod is compatible with Warband 1.153-1.172. Extract the mod files into your Warband Modules folder. NOTE: If you are having trouble playing this...

Calradia 1050 A.D. v. 2.01 Missing Textures Only

Calradia 1050 A.D. v. 2.01 Missing Textures Only

Patch 10 comments

This file contains the missing textures for the tyrk_armor_heavi_a and tyrk_armor_heavi_b meshes. Copy the textures to the mod's Textures folder.

Calradia 1050 A.D. V. 2.01 Patch Only

Calradia 1050 A.D. V. 2.01 Patch Only

Patch

This patch fixes several bugs/glitches and requires that Calradia 1050 A.D. V. 2.00 is already installed. This patch is save-game compatible. Extract...

Calradia 1050 A D  Mercenary Uprising V. 2.0

Calradia 1050 A D Mercenary Uprising V. 2.0

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This is a full version mod that can be played on Warband versions 1.153-1.168. This version of the mod is not compatible with any previous version of...

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Calradia 1050 A.D.: Mercenary Uprising ver. 1.11

Calradia 1050 A.D.: Mercenary Uprising ver. 1.11

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This is a full version. Extract and copy to your Warband Modules folder. Version 1.11 is savegame compatible with Version 1.1. Changelog for version 1.11...

Comments  (0 - 10 of 398)
Guest
Guest

this has been my absolute favorite m+b mod since you released it; an update never fails to get me back in the game even after a burnout. i really enjoy the emphasis you place on non-plate armors and your personally created armors are also excellent. please keep up the excellent work and i look forward to more updates in the future!

(ps: why did you remove the black spangenhelms that were in the earlier versions? was that one of the anachronistic pieces you removed?)

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Redleg99 Creator
Redleg99

Thank you for the kind comments.

I don't recall a "black" spangenhelm. I will need to check into this.

Reply Good karma+1 vote
robertidaniel
robertidaniel

Hello Redleg!

Congratulations on new release - it is extremly fun to play and really well made. Many thanks for sharing this with the community :).

Playing the mod i noticed that some of your armors don't have spec maps at all while other do have them. Is it inteded or do you plan to fill out missing specs? Just wondering because when i checked the armors in OPENbrf there are many that could use spec maps made for other armors so was wondering :).

Again - many thanks!

Cheers!
D.

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Redleg99 Creator
Redleg99

Are you referring to the IgorBB armors from BB_tdmE_body_armor_edited? If so, it is true that some do not have spec maps because IgorBB didn't make them. I have made a few spec maps and normal maps for for some of his armors but not for all. I will most likely add these for the first patch.

I think that all of my metal armors have spec and normal maps, most of my cloth armors do not have spec maps.

Reply Good karma+1 vote
robertidaniel
robertidaniel

Hah, you are right - these were BB armors from BB_tdmE_body_armor_edited :).

I hope you will add missing specs / normal maps someday :). I have to say that i'm enjoying your mod immennsly - many thanks for that Redleg :). Also - i admire your vision of Eastern Province - it looks like it could be present in original warband as well - the quality of their equipment, ideas for mixing / matching it and for troop tree could also be made by taleworlds itself :).

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Redleg99 Creator
Redleg99

I give a lot of credit to IgorBB, who made a good number of the armors I use for Eastern Province. I did make a few armors for them as well, and some using Igor's meshes.

I am glad you are enjoying it.

Reply Good karma+1 vote
Mr_Sulu
Mr_Sulu

Hello Redleg, I'm enjoying the mod as usual, the Eastern Province revision was much-needed. Their troops are much more versatile and easier to handle now. There is one thing that intrigues me though, the custom troop tree. I would very much like it if you would perhaps add a video or article to the ModDB page explaining this feature. If you could explain how it works and how to use it, it would be appreciated. My main questions are:
1. How customizable are they; are you able to customize skills and equipment such as in the Custom Troop Tree mod, or just their equipment?
2. How are they balanced according to other troop trees?
3. Is there any possibility of an expansion on this troop tree, and if so, how expansive would it be?

I hope you find time to answer these. Happy modding!

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Redleg99 Creator
Redleg99

Thank you for your comments about the Eastern Troops. I like them too.

As for custom troops, here is a brief explanation:
1. To get custom troops you must own a castle or town.
2. In that castle or town you must build a Barracks.
3. Once the Barracks is complete, you will be able to hire custom troops (they menu option calls them professional troops).
4. The custom troops have set skills and proficiencies but you can modify their equipment.
5. To modify their equipment, go to the party window and select the custom troop. Then select the option to view their equipment.
6. This opens the troop viewer. Their default equipment is shown in the left inventory screen while the equipment choices are shown in the right screen. Due to the force melee weapons script that I am using, you should only select 4 total weapons (including shield) for their loadout. For example, a pole-arm, one-handed, shield, and two-handed or throwing weapon.
7. The custom troops have fairly good stats. They have very good infantry, comparable to the Rhodoks but not quite as good as the Nords and very good cavalry. I think they are well-worth having as they do have good stats and can produce elite troops of either cavalry or infantry.
8. I have limited the custom troops to a professional line so they do not have archers/crossbowmen but you could equip them with throwing weapons as they have good capabilities in that regard.

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Mr_Sulu
Mr_Sulu

Thanks for clearing this up! One last question though, are they renameable in-game or by use of an editor like Morgh's?

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Redleg99 Creator
Redleg99

You should be able to re-name using Morgh's but not in-game.

Reply Good karma+1 vote
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Good idea for the mod, i see where you're aiming to. I'm liking it so far, and i'm eager to see what the future will bring.

Oct 20 2015 by Thorvaldo

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