This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.
== CLICK ON THE "READ MORE..." FOR THE CHANGELOG == Welcome to the Version 1.2 of the Diplomacy 4.litdum Reloaded! module. This is a standalone version. Please extract the "D4L Reloaded!" folder to your own Modules folder. The changelog will be posted below intead of by means of an article for easier access. Thank you all!
/===/ Diplomacy 4.litdum Reloaded! /===/
>>> CHANGELOG V1.2
- This is a further improvement upon V1.1 and V1.0, wich changelogs can be found on the other module files or on the articles page.
- Please notice that there may be some undocumented or inconsistent changes, for my lack of time to report them all. Feel free to ask any questions on the modpage or by PMing me at @RedMythos on ModDB. Thanks!
>>> BUGFIXES <<<
- Fixed banidts not grouping up to fight against the player.
- Fixed or updated some meshes clipping. If any more appear with this behavior, please report them on the modpage!
- Fixed the native "food bug" that prevents morale bonuses being applied.
>>> NEW FEATURES AND CHANGES <<<
>> HEALTH REGENERATION
- A new feature implemented thanks to the PoP Wiki (credits to Dalion), now all units will regain 5% of their max health every 30 seconds. This is improved further to 5% every 10 seconds on Arenas and Ambushes (Bandit Lairs, Bandit Ambushes at night, and failed sneakings).
- This new feature is useful for skirmishing tactics, such as charging through the enemy army with your cavalry, or circling them with your mounted archers. This can also be useful to give a second wind to retreating forces, spicing battles up a bit.
- Arenas then are now much more interesting and much more possible to last longer and in turn give better prizes.
>> ANIMATION CYCLING
- Almost all combat-related animations have recieved a change on their cycling timers. What this means is that some are faster, and some are slower. Generally, the aim was to solidify the differences between one-handers and two-handers/polearms, mounted vs unmounted combat and other small purposeful disparities.
- Attack speed logic is a bit different now. Readying an attack is slower (about 10%~20% slower), but releasing one is much faster (about 30% faster). Downward attacks takes longer to cycle with two-handers and polearms to account for their weight.
- Shields now provide a longer "stagger" to enemies whenever they hit your board, or you hit theirs. Chambering an attack (wich can be learned here Youtube.com ) provides an even longer stagger, Decreasing by a lot their block chance.
- Draw animations are faster, to encourage switching weapons on combat and to aid the AI with their buggy behavior of changing weapons amidst the fray.
- Considering most polearms are well usable on horseback now, their "ready" animation (the one in wich you pull the attack to get it ready to release) are slower now. Managing to pivot a longer weapon with only your waist upwards to rely upon takes a heavy toll on your attack speed. Consider that when using a longer weapon whenever on horseback.
> Make sure to practice a bit on the arenas before adventuring outside, eh?
>> GEAR REPAIRING
- A new feature brought to you by the use of the amazing mod Bannerpage's script (also used by some other great mods such as DoC), adapted by me, giving the player the possibility to repair their equipment with negative modifers. This includes the initial Rusty Sword for example.
- There is a cost fee associated with the base cost of the item. Buying a plain (no modifiers) item is cheaper than buying a rusty one and repairing it, for example. But this makes the appearance of rare items on the shops more interesting, as even when they have a negative modifer, you can spend extra to repair them if you so desire.
- This dialog is only accessible via personally talking with the merchants (Weaponsmith, Armorer, and Horse Merchant) in the towns, via walking through the streets.
>> MERCENARY CHECKING
- A simple dialog tweak by my part now makes it possible to check a mercenary for hire in taverns for their equipment and stats before recruiting them.
>> POLEARMS EXPANSION PACK & NEW GEAR
- Thanks to the AMAZING Luc Weapons Pack III OSP that allowed me to include MAAAAANY new polearms, axes (and cavalry axes!), hammers and more to the mod.
- Steel variants added to some weapons too. These steel weapons are stronger, faster and lighter than their iron counterpart, but much more expensive.
- Some new weapons and armors were also added, including a new sword pack from Grim's Sword OSP here on ModDB, and an outstandingly beautiful plate armor from LordBaraban on NexusMods, hooray!
>> TROOPS REBALANCING
- Not as full depth as I would like, considering I still plan a V1.3 for the mod, but this new update brings small tweaks to Rhodokian, Sarranian and Khergit troops.
- Rhodokian infantry line revamped, now to include the Rhodokian Sergeant so many of you asked for. They also use heraldic armor, thanks to the suggestion made by a great guest on the ModDB page. The ranged (elite) line now both carry brigandines and padded cloth to not unuse these armor pieces. This counts as a buff.
- Sarranid Mamlukes reworked, with new armor and better stats, they are ready to compete with their Paladin brothers on the long spans of plains and dunes of sand of Calradia. The Horsemen line also recieved buffs to better compete with Squires and Knights.
- Khergit tier 3 recieved a slight nerf on armor, tier 4 recieved a buff on hand gear to compensate. A small adjustment to overral Khergit gear is planned for future updates, but not on my priority list right now.
The main scope of the update is that guys! I hope that you all enjoy it, and stay tuned for V1.3 wich will include new/revamped Horses, new troops, bandits overhaul, and many many more stuff.
A special thanks to LaGrande for his awesome feedback on many aspects of the mod, wich helped me improve it even further. Thank you, my friend! May the tales of your wiseness spread across the wind and below the stars.
For extended referrencing, the updated list of OSPs used or based upon are as follows:
(If any of your creating is being used on this module without credit or consent, please contact me on the modpage or my PM here on ModDB. Your request for removal or crediting will be followed through shortly thereafter. Thanks.)
> Wei_Xiadi Armour Project V1.1
> Wees Helmets
> BB's OSP
> Round Shields
> BL's Nord Armors
> BL's Rhodok Stuff
> Njunja Eastern
> Grims Sword & Grims Sword Recolors LSP
> New Books 5805
> SSH Nord Armor Set
> Luc Weapons Pack III (Polearms & Axes expansion pack!)
> Witcher 2 Plate (Amazingly done by L0rdOfWar and adapted by Baraban)
> Specialist's OSP
> OSP Item Variants
> Unique Armoury 1.1
> Narf's Men-at-Arms Armour Pack
> Narf's Metal Base
> Narf's Transitional Armour Pack
> Bogmir Items
> Maws Shields
> Rus Armour Pack
> Flintlock Weapons
> Mackie Weapons OSP
> FWEPS!
> TES4 OSP Andragorn
> TES4 OSP
> TES4 OSP HP Jojjo
> TES4 OSP HP Andragorn
> TES4 OSP Nexon
> LOTR Weapons 1.0
> OpenSourceProject-Weapons
> Native improved animations
> Adonnays Classical Weaponry
> Adonnays Elven Weaponry
> 15th Century Armour Pack 102
> 15th Century Weapons
> Fred's Bunch of Armours
> Japan Osp Anim v0.2
> Handgunner Brigs
> Narf's Plate Armour Pack
> Full Invasion Armors
Great update. In special with the new weapons, gear and the troops rebalancing.
Thanks my friend! I hope you like it!
hello sir .
I just want to say it is amazing mod but unfortunaly I got crash during village defence, I never had this problem in the previous version though .
Hello there.
I will investigate this problem further, but is this against raiding lords? Because I have already trained villagers on this new version and defended them against bandits and everything seemed to work fine.
This comment is currently awaiting admin approval, join now to view.
bu surumu indirirken eski surumlerden indirmemiz gerekir ve kurulum normal mod kurulumu gibimidir ?
Merhaba eski sürümleri indirmenize gerek yok sadece bu indirme modu oynamak için yeterlidir.
Thank you for The update You are Great modder.
This comment is currently awaiting admin approval, join now to view.
but what a good mod, the truth is that I loved it and after a long time I am still trying to conquer all calradia, this mod is very well designed in terms of improvements, but I still feel that it is missing one thing or another as a great variety of new and more real mercenaries and equipment for some troops of the time, like a chain mail for a new troop, let's say not so strong but so little very weak, this would be what I see from this mod I would like to see this for future updates, I love you so much and bye :)
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.