Huge map and hardcore gameplay modification with many kinds of magic arts. Transferred on Warband. NB: Check "Bugfix advice.txt" in MOD folder to prevent or fix problems.
v.0.9.3 - NEW DIVERSE MAP: New map with up to 500 parties of bandits and 480 patrols! Unique bandit and patrol leaders. New music. Visual theme a bit changed. Legendary staffs, background for them. Quests for 2 magic backgrounds. Bugfixes, performance increase.
1. Classic mage's background have changed and have got special quest note, which describes the way to magic teacher and what will he do to apprentice.
2. 4th window backgrounds (wanderlust, revenge etc) have turned into traits. By choosing 1 of new backgrounds from 4th menu you can take +4 pwr or +4 int or +4 agi or +4 cha or +1 to all four attributes.
3. Most of triggers of global map AI checks less often. Sieges are processing more often.
4. Fixed character window.
5. Changed visual theme a little - new logo, cursor, loading pictures in the style of pencil sketch.
6. Trivial bandits are deleted (looters are still exists, others have almost no chances to spawn.
7. Fixed bug when Air Magic Academy' teachers took 5 experienced mercenaries instead of 80 as scripted reinforcement.
8. Changed spawn logic of bandits. Instead of spawning far from civilization bandits now spawn near towns.
9. There are rebels, road robbers, slave traffickers, pirates and hunting vampires parties alongside 2 types of patrols - standard and patrolling wizard.
10. It was up to 70*4=280 parties of bandits on the map at the same time and they was staying far from player. Now its up to 100*5=500 bandit parties and up to 16*15*2=480 patrols. This is monstrous script too - nearly 12 000 lines of code. Hope, i will find way to optimize this chthonic monster.
11. Bandit parties gets its maximum number in the first couple of days and will arrive as soon as existing will be destroyed. Speed of patrols' arriving is based on number of towns the faction owns. More towns - more patrols for faction arrives each 3 days.
12. All types of patrols have the same limit. It means after month of hypothetic safety staying the single town can be surrounded by 32 patrols.
13. Instead of fixed squad of Blood mages now lords are reinforced by 6 random, but single-type blood mage (f.e., 6 bloodsuckers or 6 blood lords).
14. Patrols are managed by units, which are 10 levels higher than highest rank specialized troop in their country. They wear always looted lord crowns in addition.
15. Trivial courtier, which is spawned as part of lords' parties. now have not all variety of golden items, but crown, gobbet and scepter only. Rebelled Aristocrat which is leader of Rebels party have all items made from gold.
16. Bandit parties are managed by unique leaders. All of them have 60th level, and 40 points in willpower and agility alongside 350 weapon mastery and 10 points in skills which are connected with their equipment. They are wear lord's crowns (except rebelled aristocrat).
17. Rebels are the most numerous bandits - they have up to 300 soldiers in 1 party. Pirates have up to 40, road robbers - up to 55, traffickers - up to 20 and vampires - up to 15.
18. Patrols are building by following rules: standard patrols have half of all trivial soldiers of script reinforcement except highest ranks ones, and patrolling wizard have half of infantry and mages of faction's script reinforcement except highest ranks.
19. It is easier for me to make new map then to fix Mundus Magnus. I've made new unique map for Skilled Magic Calradia. All magic faction are dwelling different regions of the forest in the center of map. Khergits are placed around, 4 other factions have their own place by the sides of map - mountain plain of Swadians, hills of Rhodoks, snowland of Vaegits and coastal area of Nords. As a result, map performance is greatly increased.
20. Added 44 new tracks - 1 song of Malukah (lyric) and 43 compositions of Merlin (New Age). All are played till its end, so music theme will be diverse even after long time of playing (its nearly 20 hours of New Age music).
21. Description of Blood Magic tools is shortened.
22. Nearly 10 staffs from Trollf's Armamentarium: Staffs v1.0 for Oblivion are adopted and LODs for them are computed.
23. Added 6 legendary staffs - 4 for Elemental, 1 for Holy and 1 for Mental magic schools. They gives access to some spells of appropriate magic schools. They are giving by Archmages when they call you their own apprentice. You can buy them for very high price and intuitive understand what will they do
24. Added background which is obligatory condition for personal Archmage's apprenticeship. You should choose backgrounds in first 3 window to get special quest and recommendation letter item.