Calradia 1050 A.D.: Mercenary Uprising is a single-player mod for Mount & Blade Warband 1.166 and higher. Calradia 1050 A.D. Mercenary Uprising V. 3.0 is built on the following major modifications for Warband: *Diplomacy 4.2. *Pre-Battle Orders and Deployment (PBOD).92 including Formations. *Freelancer 1.51. (with several fixes from Floris 2.55 and some modified code by me). *JacobHinds improved morale and routing system code. *Three added factions (Keltons, Khergiz, and Geroians). *My own modification of troop recruiting including town and castle recruitment and manor recruitment as well as customizable troops and extensively re-worked faction troops. *** The mod also includes several popular OSP kits and codes, including bridge battles, tavern animations, banking, outposts, recruitment from castles, and the salt mine. *** The mod has added a good number of armor,weapons, and horses from various OSPs as well as many of my own work.

Post news Report RSS May 26th Progress Report

I have been making good progress on Version 2 and expect to complete the changes and testing in early June to permit a release by the middle of June. I appreciate the comments and suggestions that many of you have made. The main changes belong in these categories: 1. New recruitment system! 2. Custom player faction troops! 3. Changes to troop trees, troop skills/proficiencies, and equipment. 4. Addition of new arms and armors. I discuss some of the changes in more detail below.

Posted by on

1. The new recruitment system is progressing well. The separate troop trees are in place so that commoners troops are hired from villages and professionals from towns and castles. I also put into place the opportunity for the player to build a barracks in any town or castle he/she owns. The barracks, when built, permits the player to recruit elite troops instead of the tier 5 professional troops. These elite troops are rare, and exist only in the party templates of Kings. I am planning to add one more recruitment feature to villages so that when a manor is built by the player, the player will be able to recruit higher-level commoner troops instead of the lower level troops normally recruited. The will make the manor worthwhile to build.

2. I have just integrated custom player faction troops into the game and am currently testing to see how this works. So far it works as intended. I need to make sure this new feature is fully compatible with my recruitment features shown in item 1 above. This feature allows the player, when king, to choose any faction culture, including player faction, for troops. These customizable troops come with an inventory of weapons and armors that you can select from. This still needs a bit of tweaking to keep the custom troops and equipment consistent with the 1050 A.D. era. Adding this popular feature has added a few weeks to the modding calendar so that is why I will need a few more weeks, most likely until mid-June to complete the work and testing.

3. Some minor changes have been made to the faction troop trees, troop skills and proficiencies, and equipment. The changes to skills/proficiencies was mainly to differentiate between commoner troops and professional troops, to add the faction elite troops, and to tweak/fix any issues with skills/proficiencies that I have found in play-testing (for example, if a mounted soldier didn't have high enough riding skill or a spear thrower didn't have high enough power-throw). I have tried to be systematic about these changes throughout each version of the mod and hope that this version will be free of those kinds of problems. One thing you will notice is that spearmen are even more deadly than in previous versions, having better spears and better pole-arms proficiencies. There is a new two-direction spear attack animation that will make it better for AI and the player to use spears.

4. A good number of armors and weapons have been added. Some armors are of my own creation and you will be able to see them in the images. The game still runs well in spite of the new resources added, even on my middling computer.

Post comment Comments
Thorvaldo
Thorvaldo - - 689 comments

Happy to hear about your progress, very good ideas! Keep it up mate!

Reply Good karma Bad karma+4 votes
Redleg99 Author
Redleg99 - - 936 comments

Thank you for the encouragement.

Reply Good karma+2 votes
borchawok
borchawok - - 4 comments

Hey man, really enjoy the mod, I haven't played any other version of the game since I discovered this mod. Really wanted to take the time to tell you how much I appreciate it. The next patch better be good, my expectations are high now!

Reply Good karma Bad karma+2 votes
Redleg99 Author
Redleg99 - - 936 comments

I am glad to hear you are enjoying the mod. I think the next version will be good and will improves upon the previous work, mainly as discussed in the May 26 progress report. So far all the changes I have made are working as intended.

I am also planning to expand the new quest that I added in the previous version so that it will be multi-part and will lead to some good rewards when completed. Quest making is somewhat involved so this will take another week or so to finish the quests and check them out.

Reply Good karma+2 votes
Guest
Guest - - 689,494 comments

This comment is currently awaiting admin approval, join now to view.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: