The sequel of Scaedumar in a graphically overhauled Calradia, with dozens of new gameplay features, items, breath-taking landscape scenes, companions and tough enemies that will barely grant you a fitting burial after that they hack you to death. The mod is currently under development.
A small spoiler for the ingame story, towards the end you'll find a small poll about what would you like to see in the next two weeks.
Posted by LordMalacath on Apr 2nd, 2013
Dear supporters of Scaedumar 2,Currently, Scaedumar 2 is discontinued for Warband. But this isn't a farewell, I'm just awaiting the release of Bannerlord in order to bring my idea to what developing platform suits me better. Warband, in the wake of the release of Bannerlord proves as an uneffective base for my mod, mainly because of the aged graphics, its limited engine capabilities, the intricate way of handling the module system.I have found a fatal issue in Scaedumar 2 that would not allow 32 OS players to play the mod. The whole variation of colors in armors, the variation of castles (more type of bricks for different flavours of castles) and so on made so that users who used the x86 version of Windows inevitably fell into a Runtime error, due to the massive amount of entries and shader object processing. As an example, the scene elements in Warband were more or less 1026, while Scaedumar 2 reached a peak of 2489. Same thing goes for the armors (and all other items) and weapons, 603 in Native, 2890 in Scaedumar 2. Why the blowing numbers?With diversify2, a plugin for Photoshop CS3, available at the Nvidia Developer Zone, I just divided the layers of different models and processed them with different patterns and textures. This process made so that with 4 diffusion maps and 4 bump maps I always ended up with 32 different textures, because diversify allows for bump maps to be merged or layered together. An example of this are the armours I had made for the Swadian Knights.Nothing will get lost, as everything will be released as an OSP pack. Scenes as well. But Scaedumar 2 won't be released, sorry. Anyway, NOW:I have some inside sources at Taleworlds, mainly from a kind german attacché to the developing team in Turkey. Bannerlord will support voiced dialogues and more extensive and player-immersive quests. This brings my development of S2 on a halt because I do not wish to waste time on a mod that will be played and then abandoned for the next release of MB. As I said, my views are now growing larger and larger. Hell, with all the details that I have on Bannerlord, I can tell you that you can rest assured you'll be mindblown on what they are currently trying to pull off. I just hope they implement parallax mapping, since that is what I cried for in Warband.Currently, I have on my team several people ready to start a new project in Bannerlord. Specifically speaking of several concept artists, 2D/3D graphical artists (several people whom I have worked in the past for Oblivion), writers and guess now, five people who have contacted me offering for the position of voice acting. If you wish to join the bandwagon, just send me an eMail to firstname.lastname@example.org and I'll be sure to contact you as soon as possible. If you have time, and if you have the right creativity for this, even in writing lore for possible factions, characters and other stuff, just contact me. And keep yourselves posted on Bannerlord. The thing is just awesome.