Welcome to A New Dawn!
Other downloak links : Nexusmods.com?
Mega.co.nz
Link to the taleworlds thread : Forums.taleworlds.com
The current version is 0.62. In order to play the mod, you must download v0.5 (which contains all the textures and models used in the mod), then v0.6 (it contains the new musics) and finally v0.62 (the latest patch).
The goal of this mod is to considerably improve the Native game, through the use of Floris Mod Pack as a base, which is already a great improvement. Key changes are :
Detailed features
Combat
Troop Trees
Minor Factions and World Map
Custom Commander
Miscellaneous
Here you can find the full changelog :
New features and balance changes
- Nearly 150 new music tracks!
- New main menu and loading screen.
- The lower difficulty option now reduces the speed of hostile parties for the first month.
- Considerably increased the gold earned from rents, tournaments, arena, quests, enterprises and being a mercenary.
- Greatly reduced the time required to construct buildings.
- Merchants have now got more gold.
- Wounded agents may now lose blood (and therefore hp) over time. First aid skill helps countering that.
- Wounded agents now deal less damage, are slower and less accurate. Ironflesh and First aid reduce these penalties for heroes.
- Invading faction armies now get an autocalc penalties and their lords have slightly smaller armies.- Ranged weapons are now slightly less accurate and deal less damage (their stats haven't been changed, instead the agents themselves get a malus in battle)
- Battlefields are now flatter.
- Added 2 new shields for low tier troops.
Bug fixes
- Optimized some world map triggers, which should reduce the world map lag.
- Finally fixed the extra hp granted to the player in battles (your hp bar will no longer show as full even when it isn't and you won't lose hp after a battle anymore).
- Fixed the flora_kinds file - You should no longer see trees that look way too bright.
- Fixed the butter bug when looting villages.
- Fixed a bug with the eloped girl quest that prevented the guests from spawning.
- Fixed a bug that prevented recruiters from recruiting minor faction troops.
- Fixed the bug that made lords hirable like mercenaries after helping them in battle.
Credits
Thanks to these composers for their awesome music !
Derek Fiechter Youtube.com
Brandon Fiechter Youtube.com
Adrian von Ziegler Youtube.com
Jeff van Dyck Jeffvandyck.fr
General Union
This article will give more insight into the Khergit Khanate's army : its composition, strengths and weaknesses.
This article will give more insight into the Vaegir Empire's army : its composition, strengths and weaknesses.
A small patch with balance changes, new troops and bug fixes. Requires v0.5 and v0.6. v0.61 is included. NOT savegame compatible!
A small patch to fix some issues. Savegame compatible, requires v0.6.
Doesn't require v0.5.2 or v0.5.1 - Adds nearly 150 music tracks, rebalances the economy and fixes some bugs. NOT savegame compatible !
Adds an option to reduce the amount of hostile parties at the beginning of the game and fixes a few bugs
This small patch fixes a few bugs that were in the initial version.
A complete overhaul of native that uses Floris Mod Pack as a baseline. Adds over 3000 new items, 500 new troops as well as an invasion system that allows...
While this mod is a decent mod, there are some strange bugs:
-Luggage is missing often from battles
-At the end of a battle, you may randomly lose a lot of health (even with blood loss disabled. It was apparently fixed according to the article but this is not true. The bug with the HP also being increased also happened a few times)
-Bow accuracy is strange. If a bow has 99 accuracy for stats, it feels more like 70-80. Due to the bow accuracy being like this, using a bow is a poor choice for medium to long range (even at short range it could be bad against moving targets). If you want to fix this, you need to pretty much modify all range weapons. If you want the bow to have true 99 accuracy, you need to modify that bow's statistics to be 120-140 accuracy instead (in my experience this value fixes the bow's accuracy)
-Being enlisted in an army should not permanently lower your relationship with minor factions. Minor faction reputation stays but major ones do not because once you retire/go on leave, they all go down to 0
-I got attacked by a member of the Khergits when I did not have any negative reputation against them, however, the lord who was attacking me had a -3 relation towards me. I never had a vassal attack me just for having a very slightly negative relation (possibly a issue with me enlisting in a faction on leave but that faction had no issues with Khergits)
-Pressing the Courtship Relation tab crashed my game
-It is unfair that minor factions can keep coming back every-time even after they have been defeated, whereas major factions like Khergits cannot do this. This does not make any sense because the major factions are in their homeland and are unable to band together to try and regain their territory, but other minor factions, which half of them are foreigners, are able to keep coming back in full force
-Balancing issues with minor factions. The minor factions such as the Order of the Sun and Geroian are overpowered. Their infantry are heavily armored, both crossbow men and armsman units (armsman units have a long pike, pavise shield, and a one/two handed sword so they are a jack of all trades, capable of fending off horseman, deflect range, and fight against infantry). Fighting either one has a band full of both and heavily armored horsemen. Their upgrade tree is so short it is inevitable they will not have weak units. You will rarely find peasants/weak units in their army for example, it will always be soldiers with plate armor, heavy shields, heavy weapons, etc. Then we have the Kolkar Clan which also only has strong/overpowered units (their upgrade tree is only five), high damage resistance armors, high damage dealing weapons, able to take castles/town with small numbers due to their overpowered stats. One arrow was able to do 71 damage to me when I had 10 ironflesh, 100 hitpoints, and armor rating for body in the 80s. Meanwhile, if I use the same strong arrows and bow against them I only deal a 6-10 damage to the chest with 370 Archery
-Possible balancing issues with main factions. Three times I started a new game the Khergits gets overrun by the Sarranids, Vaegirs and the Asharian Tribe minor faction. Similar situation to Nords but they seem to hold one of their towns, unlike the Khergits. I know the Khergits are not strong in the main game but I would expect some balancing to help them out especially when they have to deal with Kolkar Clan, Black Khergits, Asharian Tribes, Sarranids, and Vaegirs
-Teammates in sieges get stuck on the sides outside of the castle and walk into the wall, making sieges on certain castles/towns impossible. They will see an enemy and back up or just not progress forward if they managed to finally climb the ladder. Enemies do the same to some degree. This means you pretty much cannot take over certain castles/towns in a legit manner because this bug will occur (in my experience, this bug seems to be dependent on specific castles/towns, so the issue is embedded in those scenes)
Combine all above with the siege issues, trying to take over all of Calradia is impossible without cheating, especially when fighting Kolkar because they will just use range and hide under the ladders, while your team is too dumb and just stands there (due to sieges being broken, the AI does not play the objective properly by proceeding into the castle/town, they will just stand infront of the ladder/underneath/walk into the walls). I would say the best way to deal with Kolkar is to download TweakMB and Morghs and disable Kolkar/make them weaker. The author's only reasoning for them being overpowered is something along the lines that they are suppose to be overpowered, when they literally are just Khergits but amped up to the extreme (what makes them so celestial who knows). Would have been better to invest into actually making the Khergits more balanced, instead of having to deal with another minor faction that keeps coming back.
Can anyone help changing the horrible bow accuracy in this mod? Changing the Item Stats in the game files and also using Morgh's didn't help :v(
Change the accuracy to around 130-140. The author did something with a script to mess with accuracy and the lower your health is, the worst it gets.
update?
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Does this Contain Custom Troop Mod?
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In siege battles attacking side's AI is simply braindead. They move under the defender's wall with ranged weapon and waits. Is there are any way to handle this problem? It just destroys fun of siege battles.
No, the mod's sieges are broken. Only the author can fix it because he has the source code.