Right, so, the final version is here. I will release any needed bug-fixing patches (should there be any need for them), but the mod is where I want it to be, has all the features I intended and then some. For this final version, I implemented many of the suggestions from you guys, but not all; some did not make sense to me and some, while I like them a lot, could not be done or could be done, but produced a number of issues. So, thank you for your continued support, I very much enjoyed the journey, I hope you did too! Now, in the words of Jake Chambers, there are other worlds than these.
VERSION 5.5 - The Final Cut
-Bugfixes (mainly, the formation system is fixed and expanded, with more troop divisions and fixes, by tocan)
-Duelling enemy commander & Chatting during battle, based on the script by Computica
-New building improvements, including roads, upgrades to town walls, tanneries for villages etc.
-Critical strikes (extra damage) for back attacks
-Weapon and Armor refinement (Viking Conquest feature, idea to port by oliver)
-Skirmish mode for ranged troops -Mini factions with unique dialogue, troops available for hire and a couple of new quests. The new mini-factions are the Franks (now, they also have a castle, besides being an invasion force), the Rus and a Lithuanian tribe
-Reworked the entire weight system of items. In earlier versions of the mod, I assumed that TaleWorlds used pounds as a weight measure. But if it was the case, that meant that most of the heavy armour would pull its wearer to the ground, if he was able to sustain its weight, at all. Then, I assumed the weight was in kilograms(kg). A problem was that someone could move extremely fast in heavy armour, which is absurd. So, for this version, I am treating the weight as just a number, a statistic. All values have been bumped up, with the basic formula of "Divide armour value by 10 and raise the result to its square". For example, an armour with +30 value would weigh 9 units. The helmets and boots, I just divided by 10. The tests are good. Combat is slower and with the added mechanic of stamina, strategic placement and movement is necessary.
-Stamina and Fatigue system, credits to Idibil
-New music (a folder with a couple of optional goodies will be uploaded, including an ambient soundtrack) -Upgraded weather system (heavily edited and extensively expanded by tocan)
-New items and re-textured/replaced existing ones. I am pretty confident that the current item list is very historical, while keeping the variety of different items
-Visual difference between rusty items and the other modifier varieties
-Animals roaming around in towns and villages
-2 New factions: the Rus and the Goledi
-Every NPC of the mod is named, with proper names, accurate to the civilization they belong too