Latest version:
v5.0
Official thread | Wikipedia | Tweaks, translations & Minimods

Even after the release of a modification I stay updating & bringing out new content. I keep reading feedback, suggestions, bug reports and even watch community videos. Especially the testing side of developing a mod can last long and be aggravating. But seeing the joyful feedback of you does encourage my enthusiasm to continue developing. Making profit has never been my goal. I never ask to be paid for my work and services. Though I give you the option to freely donate a sum of money as a token of appreciation for all time and effort put in offering you a free, pleasant and durable game.
(Even without donations I will steadfastly continue developing)
This is the backstory as being given in Nova Aetas at the start of a new game. You should keep in mind that this backstory is being edited with each update...
Just a summary of how to install the mod correctly.
In order to make v2.0 perfect I need your help. I need your feedback about game features, balance and more.
Greetings, fan of Nova Aetas. I'd like to point out some things that are being changed in v2.0 and I want to announce a new Wiki for Nova Aetas.
This huge patch solves lots of bugs including those related to the AI travel system. It's an update with the focus on polishing, fixing and refining the...
This version of Nova Aetas brings a bunch of bug fixes, rebalances, improvements and some new features such as taxes. Freezes are fixed, exploits are...
This is a hotfix for those with following problems: freezes, town miscalculations and disappeared main party. PLEASE READ FULL DESCRIPTION FOR INSTRUCTIONS...
v4.0 brings lots of new astonishing and revolutionary features. Field artillery with true ballistics, improved town management in the style of Medieval...
FIXED ISSUES - New animations for horse - Flagbearers no longer behave in strange way - Customisable troops now use bow and are mounted (only for new...
This version fixed all bugs the community reported since v3.0. \\Reuploaded on September 17th.
Tried out 5.0
The mod is worth checking out even if just for the towns/buildings, it was fascinating to walk the streets and visit the church.
For example some cities reminded me of Venice.
The soundtrack style is awesome. Some orchestrated pieces reminds of early victorian romantic vibe to it.
Err they even put Doom's song wth (look for "victory music" from the original old game not the reboot) it almost cracked me up during a tournament.
But -- they included some shader file in the pack, when you install it then it will activate every time you run the game. Makes everything look "ethereal" and like i have an huge neon lamp through the screen and all colors are watered down. Please at least make it optional or as separate download cause it affected all my other mods. Plus there is a terrible message on top left of screen in green text every time you start the game "ENBSeries v0.074: Resident Evil 4 boris-vorontsov.narod.ru". You can deactivate the shader caps+f12 but at have to do it everytime you start warband. Now i have to look how to uninstall that component.
For shader just delete in your warband main folder enbseries.ini, enbpalette.bmp, effect.txt, d3dx9_26.dll and d3d9.dll.
Thanks, that worked fine and also removed the green text on startup.
I think it is time we consider to have this mod made for Bannerlord.
this one mod is literally the peak of warband modding in sp paired with deluge on mp. the things these guys did on 2014 made me think warband had no limits, but the only thing that had no limits was these people. Oh man i loved if they made a youtube video to explain how they did it just for curiosity. The proggression with renown was the most inmersive thing ive experienced in mount and blade, compared to the bloated bannerlord where you just see the screen full of numbers everywhere as it was some kind of devbuild.
you know an interesting thing that you could do in this mod, put the same in cities, and in the islands, buildings of evolution, evolve the castles that we built in cities, the farms could become villages, or put another building and place city, 1 city and 6 castles just the way it is, and instead of a farm per village, or putting the option of upgrading the farm to the village, I think it would make quite an evolution for this mod, putting it in version 6
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Why i always crash with error' message : rgl error' invalid epcode 16 when i start battle?
(Ans me Pls, i want play your mod)
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Im stuck at loading Texture plsssss help me
I just started fiddling with this mod because i have a hankering for early modern era mods
Is there a way to push it forward to a Shot and Pike era quickly, or is it just early Renassaince only?
Great mod BTW! :D Very creative, do the Turguhns invade at a later date kind of like the Timurids in real life?
I think you can change nations technological advancement speed in camp menu but still this mod is mainly early Renassaince