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 Version 4.0 is uploading!

After all that wait it is finally here (as soon as it finished uploading). I think you will like the new version quite a lot. There is a detailed features list and credits list in the mod itself. Enjoy!

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  1. Changelist for Version 4.0

Version 4.0 is a full standalone mod. This changelist reflects only the changes made since Version 3.0. and the two patches for Version 3.0.

Calradia 1050 A D  Mercenary Uprising V4.0 FULL


Gameplay Changes

  • Proper implementation of Jacob Hinds’ Morale and Routing code. The code now works as intended and reduces battle lag.
  • Added JRider’s Expanded Nobility Title System with my modifications.
  • Added option to start as a vassal- code modified from KAOS Political kit by Lazerus.
  • Option to choose which side to join in battle by Mordechai.
  • Extended Prisoner Chat (modified) by Mordachai.
  • Added horse archer AI from 1257 A.D. (modified by me).
  • New Faction Relations report format by JRider to better show all nine factions.
  • Added my own code for recruitment from training grounds (peasant men).
  • Added my own code to permit hiring of trained archers in castles/towns if you are part of that faction.
  • Increased potential battle size to 300 by modifying mission templates and module.ini (lead charge only).
  • Fixed smaller faction aristocracy issues (ages, etc.) made changes to the three small factions so that there are 4 fathers instead of 3 and ages of lords and ladies are more realistic. Also modified some the NPC lord faces for these factions.
  • Renamed the Kelton faction to Balion in keeping with the game lore. Renamed the Khergiz faction back to Khergit.
  • Modified character creation menu to focus on proficiencies relating to choices made in character creation and on equipment given at game start to player.

Troops Changes

I made a good number of troop changes, not all of which I have documented. You can view the troops trees in game to see the troops and their equipment. The most important changes are:

  • All troops have been made tougher (better weapons proficiencies and higher iron flesh).
  • I created new armors or improved existing armors for each faction, especially for Khergits and Geroians.
  • Expanded the mercenary lines with new troops and new armors.
  • Expanded the “honor troops” types.
  • Added ranged troops in the Custom Troop tree.

Scene Changes

  • Using the Native Warband Siege Scenes Pack by Lord Samuel. If you don’t like these scenes, you can replace with native scenes.
  • Added different castle for Geroians (created by: Ted from Ted’s Oasis Scene).
  • Added 1 new village for Khergits, Balions, and Geroians.
  • Added snowy bushes to snow areas- used native flora retextured.
  • Added desert bushes to desert areas- used native flora as well as CWE flora from their OSP.
  • Added The Bowman’s custom battle scenes. There are 10 scenes for each terrain type and the game selects the scene at random. These are fairy large battle maps.

Graphics Changes

  • Reverted back to Native Warband skyboxes.
  • Reverted back to Native Warband grass meshes (instead of taller grass meshes).
  • Women’s faces: new textures by Aquil and mesh by xPearce.
  • Some new hair styles from Modders Hair team ThrottleKitty, Ren, and Rosesim.

Streamlining the Mod

I wanted to reduce the load on the PC so I modified or removed various things, including:

  • Removed More Metal Sounds- revert to native sounds plus Dedal’s tavern music.
  • For sound files, converted native ogg formats to wav format to improve performance.
  • Removed the Permanent Camp coding from mod.
  • Removed unused meshes, materials, and textures from BRFs.

MISC Fixes

  • Fixed the new map banners not waving.
  • Better implementation of the morale & routing code by Jacob Hinds (I corrected the errors I made in implementing Jacob’s great code).
  • Possible fix to feasts bug that produced some OPCODE errors for some players.
  • Fixed fort demolition issue (Tocan's Fix from Taleworlds Forum).

Known Bugs

  • Some poems result in glitches with some Balion, Khergiz, and Gerioan ladies. I haven’t determined the cause (Either "no relation" or a relationship of -100).
  • Opcode errors after player raids villages. I haven't discovered the cause of this problem and it doesn't seem to affect game-play.

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