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.

Post feature Report RSS [BOTH] Full and detailed changelog

Full and detailed changelog. I am placing this information here to make main MOD page shorter with pinned article.

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Changelog:

v.0.9.5 (171) - TRANSFERRED INTO WARBAND. Magic of Illusions and 13 its spells (including 6 auras). New magic faction - Magic Academy of Illusions. Reworked Portal Magic - now its really magic with many new items and different logic of casting. Experimental spells' UI. Deleted order panel. 3 auras of Mental magic. 1 new spell of Wild Magic. SPAK items OSP. Bugfixes, performance changes.

1 Description of blood manipulators' daggers is corrected - added distance of casting.
2. Due to several reports about invisible cursor i've deleted this from the MOD. IDK, why this was not work, i had working one on my PC.
3. DUE TO DIFFERENCES BETWEEN ORIGINAL M&B AND WARBAND MANY MINOR CHANGES OF SCRIPTS ARE UNAVAILABLE. YET OR AT ALL.
4. Elemental Aura now is going without rest slot, but as triggered option. This shoulnd't change nothing at all except up performance a little. This change is going as a preparation to transfer modification to Warband, battle slots works not too good there.
5. Blood magic is going by the same way now.
6. Added dueling magic wand of wild magic. It does twice less damage then Wand of Wild magic, have 3 spells before casting instead of 4 and requires 3rd level of advanced elemental magic. Old staff now requires 6th level of this magic skill. Description is addedd/fixeds.
7. Wild mages have got dueling wand, Wild Wizards have better knowledge of Elemental magic.
8. Magic window and unused Magic Wold elements are deleted. Still i am keeping this into credits, Magic World is a parent of Skilled Magic Calradia.
9. Added experimental feature of spell UI for all spells and auras of Portal Magic. Take its artifacts in battle and you will find something new in user interface. Auras and spells are shown by wielding and wearing artifacts.
10. Order panel is deleted due to conflicts with SMC UI and my suggestions about medieval fight without map. You need to scout an opposite army instead of real time seeing. Probably special skill (Mysticism? Divination) will later unlock this panel.
11. Legendary Mentors have white description now because their old red descr was quite hard to read. Abundance of these artifacts is decreased from 100 to 35 as they occupied weapon shops so much.
12. Mental tricks and magic skill now based on charisma instead of intelligence.
13. Fixed MS problem which caused problems with learning reserved skills by NPC.
14. Twice more artifacts in shops.
15. Added Magic school of Illusions - 6 staffs, 6 spells. Mages of this school manages opponents' and allies' speed and creates shadows to fight by their side. There are 2 branches in this magic schools - mages of first blocks opponents movement, and mages of second enhances movement of allies and decreases movement speed of opponents.
16. Elemental Auras are reworked, now Evokers' Auras requires 3 points is Advanced Elemental Magic. Description is updated and is more detailed now.
17. Added 3 new Auras of Mental Magic. These spells checks HP of hear opponents and, of this is bellow threshold, forcing opponents to fight by caster's side.
18. Different Illusions of humans have arrived (and probably later there will be something like illusions of towers, dragons etc).
19. Reworked started courage in battles. Now opponents will not flee after couple of second of battle with magic.
20. Every lord party takes 3 different vampires instead of 6 vampire of single random type. I consider them dark councilors of aristocrats, not a little army.
21. As Magic of Illusions is close range magic school - but still is not melee - when you are AI have wielded staff of Illusions, your speed is decreased by 50%. This should force AI to not taking part in melee fight alongside warriors, casting spells couple of meters behind.
22. Castles food stores are restoring in 10 days instead of 2 hours. So you can take castles without assault if you want.
23. Lords and centers have got scout reports (affect alarms, fleeing) in 2 hours instead in 30 ingame mins.
24. Due to Warband diplomacy there is no such number of wars as you could see in original mod. But still chance of provocation in quite high.
25. Some minor scripts edited in attempt to clone changes i made for original M&B.
26. Added items from OSP Spak_Items by Spak.
27. Due to problems with making LODs for LOTR armor portal mages have got armor from SPAK OSP. Their armor and equipment is absolutely changed and is far more diverse now.
28. Portal Magic (and its branch of Time Magic) is reworked as magic with casting not with scripts on weapon shoot. Now you can press F to cast Portal spells up to limit, limit is setting to 0 every 60 seconds. AI uses Portal Magic based on distance to opponents - they've got own magic AI.
29. Added grandiose collection of 26 shields which were teleported by portal mages from inner worlds. You can collect then and in next update you will able to interact with them in Ritual magic.
30. Added background of mage of illusions.
31. Portals now have blue color of particles, when mental attack is still green.
32. Now spear of legatus teleports caster back for 2 steps instead of 5.
33. Horses are changed as they were in my original MOD, divided into roles of chargers and maneuvered ones. Arabian horses joined 2nd rank of horses (as coursers and hunters) and given to wild mages and wizards.
34. Horses have got reminder in their name about their ranks and training.
35. Bolts are unable to penetrate shields now. They have enough damage in my mod to give them such imbalance trait - they can easily break shield down.
36. Trivial staffs which are used by vaegir archers have decreased by 20 weapon speed due to their excessive power.
37. Pikes are not fully transferred, just warband ones have got more weapon speed. I know, this is not realistic, but warband engine makes pikes with realistic speed is almost useless.
38. Throwing weapon not overwritten but reworked. Cut ones have up to 80 damage, pierce - up to 70. All have 20 shot speed and decreasing weapon speed from 80 to 55, increasing difficulty from 0 to 5 and increasing cost from 100 to 1000. Melee variants are not reworked - so there is huge damage difference between throwing and melee modes.
39. Magic shields have got description.
40. Added 6 Auras spells for Illusion magic school. They slows opponents in area near caster. First branch decreases speed of enemies by 90% each 10 sec in 3/5/7 steps area, and sec 75/50/25% each 3 secs in 3/4/5 steps area.
41. Mages of Illusions have got their own faction. Their troop tree doesn't consist any melee troops - they are considering as summoners of illusions which have limit in 100 (as well as skeletons). Core feature of Illusionists is that they cant spawn big number of illusions when there is no opponents near casters, BUT illusions are more powerful than skeletons.
42. Reinforcements of Illusion Academy consists of 10 mages, as well as Legions'. About 40% of them are illusionists, which can bless allies, and 60% - which can heavily curse opponents (forbidding their movement).
43. Deleted normal covers of vampire daggers' textures. This fixed problem with numerous little black stains on these daggers.
44. Magic Academy of Illusion now occupies place in Magic Forest near academy of Mental magic.
45. Added Archmage' artifact of Illusions. This is tool of 2nd branch of this school which allows to summon more illusions and affect more creatures.
46. Added spell UI for magic of Illusions. Next spell UI will be added as magic will be reworked at the side of true casting instead of weapon shots. The reason - UI elements includes buttons of casting, and these buttons probably will change.
47. Added mages for hire in Illusion Academy and captured by this culture city.
48. Enemies will not run away before 300 seconds (6 minutes) will gone.
49. As faction leader have 100 soldiers, faction marshall ahve got 500 additional soldier capacity. Each castle gives 50 additional soldiers for AI.
50. Lords have got 75% chance of escape after battle instead of 70 but 25% escape from town/castle instead of 30.
51. chance of getting ransom offer for captured lord is increased 10 times (to 50% instead of 5%), but the game checks for this chance not every day, but every week (7 times decreased. Also this gives guarantee chance of at least 3 trying to escape, so without castle lord will be almost guarantee escape before ransom when for castle owners ransom offer is more predictable).



v.0.9.4 - Large number of new Aura spells. Archmagic changes. Classic magic balance. Great number of bugfixes and performance changes.

1. Changed classic magic cooldowns in attempt to bring some performance. It was 4 ticks for all destructive spells and it is 3 for mystic blast, 4 for searing ray and 5 for crushing wave.
2. Reworked and fixed Classic' magic spell of Mind Fog. Now it is Word of Rage spell, which affects beings in 3 steps near caster with state of fighting with each other for 100 mana. Only opposite creatures are affected now (unlike modern magic).
3. Fixed bug with Secretary, which was replaced with Archmage Xcuyto. Added Archmage Vitaly the Racist to Arcane Order Hall. This scene is a bit more dwelled now.
4. After learning spells Secretary will not offer you to refresh knowledge of spells.
5. New description and pictures for classic magic' spells.
6. Instead of Ammunition restoration, classic magician background gives access to Stream of Life spell.
7. Cure and Mass Cure spells are replaced with Touch of Life and Stream of Life spells. They are reworked as a part of my Classic magic system (proficiency, cast time, cast cost, range, effect etc). Their description in magic reports is updated.
8. Fixed script of Elemental Aura (it worked, but printed warning).
9. Secretary now can teach you both healing and mental spells.
10. Now when AI is equipped with wands or sticks of classic magic (not rods), he will cast not destructive spells only, but something between touch of life and stream of life - aoe but short range healing.
11. Fixed bug when in bandit atack blood magic and Elemental aura didn't work.
12. Bandit leaders have got guarantee helmet to wear and loot after death.
13. Added 5 Blood Auras - enchantment of vampire clothes, which quite rarely and slightly damaging comparatively far staying opponents and heal caster for a very low percent of HP. Auras of blood manipulators works on higher distance and heal more HP her hit and more hp at maximum number of damaged opponents. Auras of judicators works on lower distance and heal less HP per damaged enemy but damage more opponents. These Auras requires from 3 to 6 levels of Magic of Flesh and Blood.
14. Due to this useful enchantment armor parameters of vampire clothes are weakened. Judicators still have heavier armor, then manipulators due to distance they are fighting on.
15. Added description for armor enchanted with Blood Auras.
16. Reworked description of skills - there are too much spells to count them in the character window.
17. New models of magic shields for wild mages. And transparent textures^) Not solid glob of fire now)
18. Added 5 Unstable Portal Auras - enchantment of portal mage clothes which often randomly teleport big number of close staying opponents a bit back. Armor of Time Lords teleport comparatively low number of opponents comparatively far instead.
19. Fixed expansion of Inner Legions. They again occupied 1 village more then should( Now Maplehurst belongs to Khanate, as it should.
20. Description of portal mages' armor is added.
21. Due to arriving of Auras defense parameters of portal mages' armor are decreased.
22. Added Blessing to robes of Holy mages. 1 time per 30 second they heal their owners.
23. Due to enchantment cost of holy mages' robes in gold is increased.
24. Fixed bug with archmagic which allows you to cast Storm spells without 10 level in Elemental magic.
25. Logic of Archmages and lord-mages is changed - now Archmages are dismounted again and, despite traditional casting by hit, they have 1 additional spell each 30 second. Affected staffs: elemental archmages', elemental wizards', lichs'. apostles', overlords'. You can not use this, but you are able to up magic skill of your companion and give him this staff.
WHY? Its easy. The engine forces archmages, which are leaders of their army, to move without firing when using battle tactic. They casting spells only when they are not leaders (not marshalls or main lords on battlefield) or when charging order is done. And this greatly decreases potential of an Archmage (which is main leader of battle). There is a first change in changes spree of Archmagic.
25. Due to performance reasons Searing Ray spell is replaced with Fire Burst spell. This one summons burst of fire in the target location or on the obtacles.
26. Due to very hard counter distance of AI' classic magic casting is decreased. It was 40 steps for Mystic Blast and Flame Burst and 50 steps for Wave and it is 25 steps for blast and burst and 30 steps for wave.
27. Due to performance reasons number of particles for Crushing Wave is decreased.
28. Robe of the Council have another, more atmospheric model.
29. Focus crown is moved down in attempt to see eyes of its wearer.
30. Casting spells adds smaller EXP. It is 50/100/150 for 3 ranks of trivial spells, 450 for highest rank spell, and doubled number for spell which can be casted a few times per battle (f.e. angel calling - 450*2=900, telekinetic ballet - 150*2=300). Description is updated.
31. ADDED IN 0.9.3 AFTER RELEASE - fixed bug when Legendary Mentors' owners released more then 1 spell per cast.
32. Lord-mages which are logically rangers have got tf_guarantee_ranged flag. They are taking all weapon all ways, but with this flag they are acting as archers and mage after released battle tactic. As well as mages this flag took all high councilors and all lords of rhodoks.


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.
25. Persuade lords to make peace (quest from guildmaster) have 1 day cooldown. So you can take role if diplomat, making single Calradian country far from wars.


v.0.9.2a - Battle AI rework. Performance increase.

1. Now AI start to charge in the distance of 100 steps to enemies instead of 40. It was very stupid waiting of elite cavalry when mages and archers killed them (because right now trivial archers shots longer, evokers up to 90 steps and mental mages up to 60 steps).
2. When AI takes attack order (after getting 100 step distance or less) archers and mages continue holding (not melee attack of their elite necromancers more^). Programmed removing battle tactic after close distance to enemy or much time in battle not DOESN'T affect these holding archers now. They are to valuable to charge in melee.
3. Holding tactic (from start of the fight, on hills) have got more then 100% archers and 100% cavalry requirements. It means in this update AI will not hold (or will do this very rarely). This change is connected with many stupid situation i saw in M&B when defending side with less soldiers attacks and attacking with great soldier prevailing - defend. This is going because the game count not soldiers, but percent of archers and cavalry to decide will the side defend or attack.
4. Right now all fights with lord parties will continue such as: both sides start to slowly moving towards an enemy. Cavalry will do this in 20 steps forward infantry, archers - in 10 steps back. When reaching 100 steps between AVERAGE position of armies cavalry and infantry will got attack order and archers will got hold order.
5. It means there can be reached such situation when archers of both sides blocking their casting and shooting by relief. It's OK, happens, real warlord will not order them to charge in melee. You need regroup with tab button or, if you have enough soldiers, try to tactically overplay AI.
6. LODs of many new items are computed. It is greatly increases performance in fights with undead, archangels and mages.


v.0.9.2 - MAGIC SKILLS! Blood magic has arrived - Blood Justice and Blood Manipulating schools. Empowered and reworked Telekinesis. Limit of Necromancy summons. New sounds of magic casting. Major bugfixes and balance changes, performance improvements.
NB: this update is very large and made many important changes to many sides of the MOD after 2 months of silence. I'd lost module system due to repeating system crashes and worked on their restoration before modding.

1. Casting of basic classic magic spells affect magic leveling more. Wave, Fire Ray and Mystic Blast added 3, 6 and 14 points to your magic level on 1, 2 and 3 ranks. Now its 5, 10 and 15.
2. Sigil of Elemental Aura now empowers Elemental Aura up to 50 damage instead of 60. This is secondary magic spell and shouldn't harm opponents so hard.
3. Starting faction aggressiveness decreased from 50 to 30.
4. Fixed bug when classic mages didn't use Searing Ray.
5. Changed sounds of magic casting. All are shorter, less loud and have another theme. You are still pronounce Latin words when casting, but not too loud. 15 new sounds at all.
6. Elemental Aura and artifact rods have got sounds of casting.
7. All unique artifacts have got imodbits_none tag. It means, there won't be masterwork or cracked unique artifacts (such as archmage' staffs), because they really hit the feeling when you meet 1kk denars worthy staff or hit the balance when you meet 100k worthy such powerful artifact.
8. DaggerCraftPackage mod by faxivcm for Skyrim added as resource for models for blood magic daggers.
9. Telekinetic magic is empowered by additional magic effect. Damage of its melee tools is weakened, but they gave got very high weapon range. It means you can hit opponents with hits of telekinetic weapon as well as hitting them with throwing ones.
10. Inner Strike is renamed and now affects damage of melee strikes, Classic, Blood, Telekinetic magic schools and Elemental Aura (when using Sigil).
11. New magic has arrived! Blood magic have 2 schools. Blood Justice adepts will set their health and health of nearest opponents to level, which will give high rank blood mages an advantage and give low rank nothing except possible heal. Blood Manipulating allows to suck blood of nearest enemies and heals depends of how many people are drained.
12. Script of elemental aura is improved.
13. Number of skeletons summoned by all necromancers (except Lichs) on the battlefield can not be higher then 100. So masters of dead magic should compete with each other for undead prevailing (for their sides of battle).
14. Each town have Vampire Settlement and Racial Barracks now.
15. In Vampire Settlement you can hire random one of its dwellers (Blood mages) for 800 denars.
16. In racial barracks you can hire 10-12 low rank soldiers of each nation or 7 mages for 5000 gold.
17. Armies of lords are empowered by small squads of Blood mages - 2 of 45 level. 4 of 35 level and 6 of 25 level.
18. Distance of Holy magic healing is decreased. It was 10/20/30 steps for staffs of 1/2/3 ranks. Now it is 10/15/20 steps.
19. Range of Apostle staff healing is decreased. It was 50 steps and 2 spells before casting, now it is 25 steps and 2 spells before casting.
20. Holy magic have got its own skill. Now Holy magic staffs works only if you have appropriate Holy magic skill.
21. Necromancy have got its own skill. Necromancy works only if you have appropriate Necromancy skill.
22. Instead of Persuasion skill there is Mental Tricks and Magic skill which is required not only persuasion checks but for mental magic spells too.
23. Instead of Athletics skill there is Inner Movement skill which improves running skill and is required for different spells of Portal magic.
24. Instead of ironflesh skill there is Magic of Flesh and Blood which improves health and is required for different spells of Blood magic.
25. Instead of Inner Strike skill there is Brute Force of Mind skill, which, as printed above, affects damage of melee strikes, Classic, Blood, Telekinetic magic schools and Elemental Aura AND is required for different spells of telekinesis.
26. Wild magic, Elemental Aura and Evocation are connected now with new skill - Advanced elemental magic.
27. Changed logic of modern magic (a little). Instead of item triggers now items calls script or are required to different operations which also calls skills. Scripts are placed into scripts directly and this will probably up magic performance.
28. Common spells from staffs of teachers of elemental Magic Academies (which are counted as inferior uniques and can be purchased) not belongs to Spray of Elemental Evocation class. Master mages staffs (highest rank evokers) belongs to Powerful Elemental Evocation class. It means spells of teachers are a little weaker but casts twice as fast when they both belongs to 7th level of Advanced Elemental Magic.
29. Vampire background is added to third menu of character creation.
30. All magic backgrounds have bonus to intelligence and enough magic skills to cast spells they own (all other skill bonuses are deleted).
31. Instead of axe animator telekinetic' background gives access to trivial animator (3 daggers) and telekinetic magic sword (which now strikes far).
32. Evoker' background now gives access not to staff of evocation but to aura, enchanted with elemental Aura, and Sigil.
33. Right now almost all magic spells have got its own skill, and to cast spell you need some points in these skills. (don't be afraid, required skill is printed in item description)


v.0.9.1 - Global Concept of Lord Armies. Great optimization of Classic magic code. Balance of Holy and Wild magic. Retexture of elemental mages robes. More waves in field fights. Balance and script changes.

1. Well. Through couple of years of balancing and half-year active adding lots of magic i did huge number of balance changes in lords parties. Ratio of branches of armies, soldier number, rules of building etc. This update, 0.9.1, brings 2 important changes - Classic magic optimization and Global Concept of Lord Armies. Its great step to final release.

Medieval countries' armies consists of trivial soldiers mostly. Each reinforcement consists of 10 soldiers (if the faction have cavalry, each reinforcenent have less soldiers due to cavalry 50% penalty), and among soldiers there is 1 highest rank warrior.
If the country instead of archers have artificers (swadians and nords), they comes with script like gift of national magic academy or the king (15 artificers instead of 5 and 70 warroirs instead of 80).
70% of soldiers are soldies of medium rank, the same number for each soldier type between 26 and 40 levels. 20% - soldiers bellow 26, 10% - above 40. If the branch have no soldiers of one of these level groups, its number is decreased.
Resulting soldier number of created lord party in around 200, ~100 (depends on leader's parameters) like his own army with trivial soldiers and 100 like kingdom army.
Kingdom army in addition to 80 trivial soldiers have 20 mages of countries' prefferred magic schools. Main magic school takes 10 of this number, artefaction counts like secondary magic school. There are 3 priests too.
Kingdom army have 70% of soldiers between 26 and 40, and 30% - above 40.
Ratio of trivial branches of armies is - 33,3% for infantry, archers and cavalry, BUT cavalry have got 50% penalty to its number. Instead of archers appropriate countries have the same number of artificers with kingdom army level ratio. If the country have no one of branches, each of existing have (100%/number of existing branches) soldiers.
If country have many types of soldiers and its number cant be divided, the most skilled takes +1 bonus. If the most skilled is the highest rank troop. this bonus takes the previous rank soldier. If resulting number of soldiers is not integer, its decreased.
Khergit lancers have 35 level, but counts like highest rank warrior when building reinforcements. Still they counts like 35 level in kingdom army.
Rhodok veteran crossbowmans have 45 level, but counts like 40 level in party building.

Magic faction's army have a little different logic of building.
Each reinforcement consists of 7 mages and 4 melee soldiers with the same level ratio as medieval. 1 of mages is wild, if faction tree have wild mages (counts like 2 mages). Legions have 10 mages instead of this due to out of specific melee tree.
Resulting number is around 300, ~100 (depends on leader's parameters) with rules above, 100 (+modifiers below) like melee company and 100 like Magic Circle.
80% soldiers of mercenary company of acadimies are experienced in attempt to reach balanced autofights.
If the faction have powerful melee soldiers like Holy Temple and City, they returns to kingdom army ratio. Gargoylees and angels number is 10% less then should be, archangels number is 40% less.
If the faction have only mages (Legions) it will 150 mages and no mercenary company.
Weak melee soldiers (eternal skeletons of Unholy Temple) results in 100% bonus to their number.
Magic Circle is forming by the same level ratio as trivial kingdom army, 10 of these mages are wild, if faction have them in upgrade tree.
As a rule, the most powerful mages (mental, necromancers, telekinetics, holy) have greater level then comparatively weak or conditional mages. It means, there will be 70% lowest level mages of these types.
Wingless angels of Elyvilon have 50 level, but counts like 40 level warrior with 25% penalty (it means they took 25% due to this and 10% due to academy melee penalty).
Mages of Harmony faction have no level higher then 40, but Junior Keepers with their 40 level counts like 45 level in party building.

All parties are rebuilded by these rules.

2. Scripts (and not only scripts, all code sources, including scripts, particles, triggers etc.) of classic magic' spells for both AI and player are reworked and greatly optimized.
3. Speed of Holy magic casting is decreased. Its 20 for all holy staff now because staff of higher rank have bigger area heal.
4. 10 atacker/defender waves in trivial fight instead of 3. This balance chance aim to support hard long battles when epic fights are hard to provide with vertex buffer error.
5. Instead of awful green and grey colours enchanted robes of elemental artificers are made from different types of fabrics now.
6. Now when you are atacking when raiding a village, opponents will not be dismounted. This was a little idiotic, when elite swadian knights dismounts when ATACKING raiders.
7. Wand of wild magic have got description and its range is deacreased. It was cone, starting in 5 steps from caster, 18 steps far and 18 steps long at the most wide part (and most far). Now this cone starts to deal damage in 5 steps from caster, 12 steps far and 12 steps long at the end. Casting spped decreased from 25 to 15. Texture is changed too.
8. Searing Ray and Wave spells are added to magic of classic mages. Distance of Ray is 40 steps, like Mystic Blast, and distance of Wave is 50 steps.
9. Scripts (and not only scripts, all code sources, icludes scripts, particles, triggers etc.) of these spells for both AI and player are reworked and greatly optimized.
10. Added new menu in the dialogue with Secretary of Arcane Order. Now he can teach you Wave and Searing ray if you will pay 10000 denars for each.
11. Mental magic now creates green explosion not only when hit opponents. I made it to help players aim opponents with Mental magic better.
12. Nervous man is a little better equipped, looks like medium rank mage or warrior. Beware of elemental Aura, medium armor or ranged weapon.
13. Brightpond village now belongs to Nords, not to Legions.
14. Main magic school of Nord Association is Portal instead of Time.
15. Mages of Supreme Council and City of True Harmony are renamed.
16. 3 main spells of classic mages have improved icons.


v.0.9.0 - Elemental Aura of modern elemental mages. Wild mages - mage almost melee cavalry. Additional fixed squads from high rank troops which enlarge lord parties through scripts. More aggressive factions. Ocean texture returns! Bugfixes.
NB:I just tried to port SMC on Warband. So, through 2 days i made some wonderful magic scripts, but when i had transferred all factions and lords, ive got great stucking on my PC and returned to 1.011.

1. Distance of Demonic prince summoning by lords of City of True Harmony decreased from 120 to 60 steps due to game crashes on sieges, when the prince arrives out of siege scene.
2. Fixed necromancy staffs description up to changes of previous update.
3. Portal mage armor is added to script, which counts equipment weight for Classic mages. Other moderm mages' equpment can be used alongside classic magic.
4. Changed particles of artefaction for air and earth, now its lightning and blood instead of moon rays.
5. New enchantment - Elemental Aura, defense magic for elemental mages. Their armour gives them opportunity to deal low damage to all near creatures in a couple of steps. Its damage depends on damage of equiped weapon. Evokers have longer range of this magic, then artificers.
6. Instead of trivial dagger elemental mages took sigil of elemental aura, heavily enchanted dagger with great damage and almost no speed. This empowers mage's Elemental Aura.
7. New magic branch - Wild magic. These mages can mount horses and charge forward to deal damage in small cone. This is single cavalry available for magic acadimies. The use random element and have random elemental robes, essence, shields etc. They wear robe, which gives Elemental Aura, and have spiked mail to defend themselves.
8. Magic shield made of pure elemental power. They are used by experienced Wild mages.
9. Every lord party after creating enlarging with strong squad of high rank racial troops. Its nearly 25 units for infantry, 25 for archers, 12 for cavalry and 25 for mages. Mages dont spawning by this way in medieval countries lord parties (except 10 portal mages for nords).
10. OCEAN RETURNS! But rivers are not. Without ocean its not so beauty map, so i placed bridges throug ocean like plain.
11. Size of battle maps decreased (to default size for plain and doubled size for forests) due to M&B problem with vertex buffer. Warband have no such code problems, this why i tried to port mod on warband.
12. Incriminate commander quest have 980 days cooldown now.
13. Factions more aggressive now, and each faction stays in war with great number of other factions.


v.0.8.9 - Balance first aid kit. Changes in melee combat system: more interrupts, less cut damage to armored targets. Artefaction is weakened. Mage's armor is weakened. Necromancy is weakened. Distance of trivial ranged weapon is increased. Rework of lords party building. Inner creatures are more armored. Bugfixes. Plain instead of water.
NB: There are some changes in attempt to reach longer melee fights when its still very dangerous to catch some missiles.

1. You interrupts actions of your target now when damage them with at least 1 damage.
2. Armor defends you much better from cut damage. Its 15% more soak and reduction factors of armor.

3. Artefaction rebalance. Due to out of reload it was too big amount of damage, which gives opportunity to beat even rhodok crossbowmans and vaegir archers (sometimes). Instead of
['CROSSBOW damage' +30%] for powerful rods
and
['CROSSBOW damage' -30%] for accurate rods
there is
[('BOW damage + 70%{equal to 5 points in power draw}' +30%) + 10% of the total] for powerful rods
and
[('BOW damage + 70%{equal to 5 points in power draw}' -30%) + 10% of the total] for accurate rods
It means instead of 36/63/89 and 60/110/160 damage for accurate and powerful rods 1/2/3 ranks its 26/40/53 and 48/73/97 damage.

4. Angels, gargoyles and death knights have 60 armor instead of 50. Archangels and demonic princes gave 80 armor instead of 70. The reason - i guess these NOT numerous units should be hard in melee, but have no shield to defend from missiles.
5. Archmages and lords took hunters instead of cousers, because their horse should give opportunity to cast magic, not to charge. All archmages and mages-lords have got enough riding skills to ride hunters.
6. Fixed bug with cut damage of Portal mage's spears.
7. Necromancers summon 2/4/6 skeletons per spell of appropriate rank. Their advantage is not horde of creatures, but something like column of weak warriors, which are summoning as long as necromancer is alive.
8. Mantle of Archmage weights 1 pound now and can be purchased in trivial shops for great price. Still it have 45 body and 20 leg armor and it is worthy competitor for classic mages' trivial clothes due to its weight/armor ratio.
9. Rebalanced body armor of modern mages: holy, mental, necromancy, artefactors, evokers. It weights 5 pounds and have next parameters of body/leg armor: 1 rank - 8/4. 2 rank - 12/6. 3 rank - 16/8. Its cost is greatly decreased, still all armor have comparatively high required willpower to wear and its cpmparatively rare armor. Telekinetics and Portal mages' armor is not rebalanced.
10. Some armors have got simple shader instead of iron.
11. Speed of missiles for trivial ranged weapon is increased by 15%. As a result, distance of firing is icreased too.
12. Croswbows have slightly different shot speed parameters, hunting crossbow have logical parameters for 1st rank crossbow.
13. Logic of recruitment troops to lord's parties is changed and number of soldiers is decreased. It will need more time to take maximum party size for lords, and a little soldiers/mages ratio is changed (more mages).
14. Due to number of stucking i was forced to replace all the water with plain texture. Unfortunately, big number of ford textures (which is passable water) don't allowed by game engine. This is not too wise decision, but stucking of armies really hurt fighting, especially for small countries. Lets see, what will happen.


v.0.8.8 - 6 new magic city-statelike factions. 7 new types of lords. 12 unique and expensive magic items. Evocation and Portal mages are empowered. Telekinesis magic and Classic mages are weakened. Faction leaders are empowered. Archmages and mages-lords are empowered. Always looting jewelry from lords' parties. Tax gatherers instead of farmers. Trigger check change. Bugfixes, perfomance increase (so huge update should be counted as 2).

1. Fixed couple of bugs with distance of Evocation spells.
2. Distance of Evocation magic is doubled. Now Evocation deals damage between 30 and 90 (instead of 30 and 62) steps forward the caster.
3. Faction leaders have 1000 soldiers bonus to normal party size instead of 100.
4. Portal mages are empowered by additional health. Its bonus is 70/100/130 for ranks or Portal mages and 70 for all ranks of Time mages.
The reason of this balance change is unique style of these units and their unique role. As infantry, they should be hard and skillful. As mages, they should survive for a long time. As units, who able to cover long distances, they should be the first to join the battle and prevent barrage casting and fire of opposite army. But they did this just when paying their lifes. Its not true mages' behanior. When they are surrounded by army of opponents and have no hope of help, they will fight with great health. I hope, after this change Portal mages will survive more after they will do their duty.
5. Each Council Faction member on the battlefield restores 60 points of your mana instead of 1000.
6. River near Olaoveth is replaced with ford (entire river is passable now).
7. Classic mages don't have Animators now. This items gives a party of Classic mages opportunity to not carry soldiers by their side and still winning, and that was imbalance factor. Animators added to magic learners' equipment instead.
8. Added 6 magic city-statelike factions: Academy of Mental Magic, Legions of Inner Worlds, Great Temple of Elyvilon, Unholy Temple of Kikubaaqudgha, City of True Harmony, Supreme Council of Arcane Order.
9. New lord type - Death Knight. He is accompanied by small party of Dark Knights as bodyguards.
10. New lord type - Lich. He casts powerful necromancy spells twice faster then necromancers and from horseback.
11. New lord type - Legatus. With each spell of his Portal magic he will open the portal forward to summon random legionary and blink back for 5 steps.
12. New lord type - Harmony Keeper. Along with Harmony faction items this lord have small magic wand to summon powerful demon one time per battle far away, possible in opposite army' formation. When summoned, demon will be hostile for some time before turning friendly.
13. New lord type - Supreme Councilor. He is accompanied by 3 of his apprentices, which are Members of the Arcane Council.
14. New lord type - Apostle. He heals all people in huge area from horse back.
15. New lord type - Wingless Seraph. He is accompanied by small party of slow and wingless angels.
16. New lord type - Overlord. He will spread uncontrollable rage among people in big area.
17 New lord type - Master of the Cult. He will call upon his sectarians to join him. Sectants are weak but numerous trivial farmers.
18. Unique items of new lords have 1% chance to be founded in weapon/armor shop. They have very high price, however.
19. Instead of farmers there are small parties of tax gatherers. There are a few mercenaries lead by some non-elemental modern mages.
20. Instead of 5 dancing weapon per spell Telekinesis mages summons 3.
21. Triggers of shop refresh and tax collector spawn are checking 2 times less frequently now.
22. Bandits will take information about player budget (to target him or to not take into accout) once a day instead of once a 2 hours.
23. It will take a day for castles to restore food stores.
24. Merchants and tax collectors will run a few turns after someone stop to chase him.
25. Alarms about opponents near faction' cities will reach its destination through entire day.
26. AI thinks about actions related with sieges 3 times more often.
27. Dancing Blades are empowered with additional length and speed to compensate damage differences with Dancing Axes.
28. Fixed native' bug with freezes on forest maps (i thought i've fixed this, but this fiz was declined by one of previous version' changes).
29. Instead of yellow lightning effect for priest spells there is brief red fire effect again, reworked in attempt to reach better perfomance.
30. Each lord is accompanied by courtier, well-dressed man with lots of jewelry. Killing him when win the battle will bring you some always looting luxury items. You will find its price very nice (adopted from "Crown Jewels" modder pack v. 1.0 by Khugan for Oblivion).
31. Angels, Demons and gargoyle from 战争之风:新纪元 元宵整合精简版发布 by 无面的无名氏. [idk what this means, but that is author of open source chinese mod]
32. Some weapons for mystic creatures from Blue Glass Weapons modpack for Oblivion by killover509.
33. Archmages with their staffs can cast 2 spells in a row.
34. Crystal Staves mod by css0101 for Oblivion is adopted.
35. Crystal Staffs mod by Rinzei for Oblivion is adopted
36. Added Elemental Evocation magic staffs with 2 shots without reload instead of 1. They are wielded by teachers of Elemental Magic Academies and you can find these staffs in weapon shop for 50k denars with 5% chance.



v.0.8.6 - Balance of army cavalry and mercenaries. Enhance of classic mages' clothes. Editing of texts. Perfomance increase. Necromancy rebalance. Changed experince earned per spell for moderd magic. More sieges.

1. Swadian army have decreased number of knights and mounted warriors now(~35% less due to immerse power of this branch of army and high cost of upkeep). Swadians was nearly unbeatable without this, my apologies. Vaegir army took ~10% decreased this branch of army. Experienced battle cavalry should be the strongest medieval force by its power and skill, but shouldn't be so unbeatable due to its number.
2. Mercenaries have reduced level now and, as a result, reduced hire cost. Hire cost of most of mercenaries is returned to one you could see in previous versions. Instead of 80 level priests, necromancers and mental mages have 70 level now, and still the highest hire cost. Renegade Arcanists have 45 level now as their influence of global battle pictute is not too high like 80 level modern mages.
3. There is changed hints now to give the player information about new stuff in the MOD.
4. Skeleton' textures are compressed and their model's normals are recomputed to soft edges. It means, army of skeletons a little less destabilize the battle graphic.
5. Council and Harmony Faction's robes for Classic mages cost 4000 denars now. They've got wonderful bonuses for their wearers in addition to their low weight.
6. Council Fation robe will add you 1000 mana in attempt to fill your resevoirs in the beginning of EACH battle. Or even when it took out from baggage. If there are many members of this Faction in the battle, it will refresh 1000 mana for each when the battle have started. Protect Arcane Community of your army))
7. Harmony Faction robe will enhance mana recover speeb by 5 instead.
8. Crown of Concentration, which is always looted from members of the Arcane Council, now enhance mana recover speed by 4.
9. Instead of 'Fire' or 'Battle spells' there is 'Mystic and Fire spells' category.
10. Necromancer staffs of Red/Green/Water of Bondi beach ranks summons 3/6/9 skeletons per spell now instead of 6/8/10. Instead of 500 EXP for each spell they will take 400/450/500 EXP per spell of appropriate rank.
11. Staffs of Mental magic adds 400/450/500 EXP per spell of appropriate rank instead of 500.
12. Staffs of Holy magic adds 300/350/400 EXP per spell of appropriate rank instad of 500.
13. More detailed description of mental staffs (Allows its owner to spread uncontrollable rage among people in a three-step range at a distance of 60 steps forward), detailed information about experience added by casting spells.
14. Due to new mana recovering items mana cost of Mystic blast is increased to 40 (was 30).
15. Changed titles of classic mages.
16. Atacker multiplier for sieges is incresed 5 times. It means, armies will try to besiege castles and cities even when they can't make successful assault, to wait for reinforcements.


v.0.8.5 - Time magic (new brach of Portal magic) is arrived. Nord army is rebalanced. New factions - 4 Elemental Magic Academies (city-statelike factions). Bugfixes (first big update since 0.8.2).

1. New branch of Portal mages - Time mages. Time seekers and Time lords can open portals in 40 steps forward, forcing enemies in that place to teleport back and to lose some time.
2. Countries are divided into 2 branches - medieval, with low number of mages and racial trivial types of army, and magic, with low number of weak melee soldiers and big number of mages.
3. Time mages are new main magic school of Nords instead of Portal mages-warriors. There is new information about magic schools bellow:

_ Country _ Main magic school _2nd magic school _Additional school_Artefaction _Type of country_
_Swadian Empire _Classic magic _Fire Evocation _ none _Fire(archer)_ medieval _
_Vaegir Tzardom _Classic magic _Earth Evocation _ none _ Earth _ medieval _
_Khergit Khanate _Mental magic _Axe Telekinesis _ Necromancy _ none _ medieval _
_Nord Association _Time magic (Portal)_Portal magic _ Ice Evocation _Ice(archer) _ medieval _
_Rhodok Kingdom _Air Evocation _Blade Telekinesis_ none _ Air _ medieval _
_Air Magic Academy _Air Evocation _Blade Telekinesis_ none _Air(archer) _ magic _
_Fire Magic Academy _Fire Evocation _Blade Telekinesis_ none _Fire(archer)_ magic _
_Earth Magic Academy _Earth Evocation _Axe Telekinesis _ none _Earth(arch.)_ magic _
_Ice Magic Academy _Ice Evocation _Axe Telekinesis _ none _Ice(archer) _ magic _

4. Fixed bug with Telekinesis mages melee weapon - hitpoint parameter of these ones imbalance increased its damage.
5. Nord Artificers loses specific bonus to their number.
Current rework of Nord army needs some clarification. Nords have no archers, instead this they have Ice Artificers. But they had Ice Artificers in number of non-specialized archers (12) PLUS number of artificers (7). Now Nord Artificers loses bonus number of Artificers due to arriving of new branch of Portal magic. Now Nord Artificers are just specific archer type, not mages. Thats why their number is so high compared to countires with archers (which have only bonus number of artificers or have no it at all) and so low compared to Swadia (which yet have artificers in archer number plus bonus number).

6. Added new map icon for Arcane Order Hall and Magic Academies. This tower now is a part of peace scenes of these towns.
7. Decreased defense parameters of skeletons. Now its 5 for all parts of body. With good necromancers their number is so high for good armor.
8. Added unique items - Magic staffs of Archmages. There are 4 staffs, one for each element. Their owners and creators - rectors of Elemental magic Academies. These staffs can damage huge area forward caster and hurt most of opposite army. These staffs have very small chance (1%) to be copied and sold out in the shops, but their cost is immersive. If you are owner of this staff, i advise you to remove damage report:) Don't think its too imbalanced. This staff wont hurt nearest mans and its damage and speed jf casting is lower then damage of Masters Evokers staffs. This weapon can be used on horseback (single magic weapon that can be used by this way now).
9. Added 4 city-statelike factions - Air, Fire, Earth and Ice Magic Academies. Each of them have 10 lords and their army have great number of mages and low number of very weak soldiers with a little Telekinesis help. Lords have unique titles and positions in Academy hierarchy. Each faction occupies a town and 3 villages.
10. Body armor of Portal mages is higher now (50/20 instead of 40/20). Armor of Time mages is worse.
11. Body armor of Evokers is worse now. It was 35/20 for masters and 25/15 for bachelors for evokers and artificers. Artificers remain with that armor, evokers took 30/10 and 20/5.
12. Decreased damage of trivial staffs (wooden sticks, not magic ones. Training weapon).
13. Waterways between places of old and new factions are broader (for NPC).
14. A few items from Arabian Equipment OSP by dia151 are adopted.
15. Archmages wears unique armor and Crowns of Concentration.
16. Battle quests of lords now have 1 day cooldown (capture lord, prisoners, train troops and hunt down a man) cuz its not only quest, its deeds too. (Especially training highest rank troops in my mod))



v.0.8.4 - balance changes (reason is bellow) - more warriors. less mages. Powerful school of non-classic magic have higher hire and upkeep cost. A little bugfixes with map and particles.
NB: previous version have great balance. When you started battle, you could predict casualties - ~equal to opponents number. At least in the field battle and NPC vs NPC. This version returns to standart M&B balance improved by me. With a little magic addition (~10% of army are mages). Maybe next balance patch will coming soon.

1. Yellow lightning for priest's healing effect. Previous wonderful red flame effect decreased perfomance in battles with big number of priests (when using batlesizer).
2. 2 times less artificers and mages. The reason - i want to save unique playing style of old factions. Wall of flying bolts above shields and pikes of Rhodoks shouldn't be forgotten. Immersive number of mages on the battlefield turns this into shining mix-up, where only nords, khergits and swadian racial types of armies are good enough. Vaegir and Rhodok archers are staying out of the picture. Stayed.
3. To force the player to obey low-mages battlefield rule I have greatly increased level (and upkeep and hire cost, ofc) of following magic schools: Mental magic, Telekinesis, Necromancy, Holy magic. 1 level apprentice of such school now have 30 level, 2nd - 55 (highest rank soldier of racial branch of army level), 3rd - 80. Hire cost is immersive and cosmic. Upkeep is knightlike.
4. Artefaction and Evocation as well as Classic and Portal magic are inaffected by this level change (but their number is decreased too). I guess, player should have opportunity to hire army of elemental mages. And they are not too strong like previous ones (Artificers and Portal mages). Or they are really strong only on high levels, which are hard to reach (Evokers). Or they are strong, but easy to beat (Classic mages).
5. All trivial soldiers took +15% bonus to their number.
6. Now proportion of magic and trivial branches of army is
~60 warriors to
~5 or 7 artificers
(Nords and Swadians have 7 and bonus equal to archers number,
Khergits have no artificers,
Rhodoks have 7 without bonus,
Vaegirs have 5, but only 2 and 3 rank) to
~8 or 11 mages
(11 for for Khergits and
8 mages for other factions at all;
there are 5 or 3 mages of each school:
5 for main school and 3 for secondary) to
~2 priests.
7. Fixed some bugs with NPC-map relations. Some rivers are fully made from passable material now (south of Rhodok kingdom and west of Khergit Khanate, Vaegir-Swadian river near Falconport Castle).
8. Propotion of classic mages is changed to 20 percent members, 20 percent masters and 60 percent adepts.
9. Air Evocation is main magic school of Rhodoks now (so beautiful lightning:) and balance thoughts. The main reason - army of dancing blades changes picture of fighting).


v.0.8.3 - balance of magic/trivial soldiers ratio and perfomance increase. Bugfixes.

1. Portal magic will be initialized by NPC with 2 times less distance its used to be.
2. Now terrain code of random scenes is right. Random battle scene is squad 1.5 times bigger then default.
3. Atackers without lord leader moves in 2 waves with a dozen of seconds interval.
4. Effects of Portal magic are oprimized.
5. Changed proportion of magic and trivial branches of army. It was
~40 warriors to
~21 mages to
~2 priests.

Now that is
~50 warriors to
~10 or 15 artificers
(Nords and Swadians have 15 and bonus equal to archers number,
Khergits have no artificers,
Rhodoks have 15 without bonus,
Vaegirs have 10, but only 2 and 3 rank)
to 10 or 7 mages of each school
(10 for main school and 7 for secondary;
~24 mages for Khergits and
~17 mages for other factions at all) to
~3 priests.
6. Difference between minimum and maximum number of trivial soldiers is greatly decreased. It was +/-10 mans, now thats +/- 1 man (only for high rank racial warriors).
7. High, medium and low rank mages now are in the same ratio as trivial warriors (20% high rank, 50% medium rank, 30% low rank).
8. Due to immersive power of classic mages in Swadian and Vaegir armies their ratio is 10% members, 20% masters, 70% adepts.
9. Removed sound effect of trivial elemental artifact rods firing.
10. Water ways between Swadians and Khergits and between Khergits and Vaegirs are broader (for NPC).
11. I found and fix really arcane and mysterious bug with dancing weapon damage. IDK why instead of 30-40 in module files it was 50-60 in item_kinds1.
12. Damage of dancing weapon is 35 for axes and 25 for blades.


v.0.8.2 - changes in magic system. Non-classic magic is more powerful, but need tactic to realize its power.

1. Artifact Rods have increased projectile speed now. It means distance of Artifact Rods now is almost equal to bows and crossbows.
2. Conjuration is removed. Evocation is arrived instead. Evocation spells deals low damage to long line area. This damage starts to deliver in 30 steps forward caster, and delivering in narrow area to 62 steps forward caster.
3. All magic except classic and artificing adds experience to caster after casting spell.
4. Logic of Mental magic is changed. Now it creates medium sized area in 60 steps forward caster. All troops in this area will be affected by Mental magic strike.
5. Current update greatly increase size and power of scripts of magic staffs. And a little decrease perfomance. Double-edged.
6. Khergit lords took Lord crowns too.
7. Changed particle effect of priest spell to increase perfomance.
8. Battle map size is decreased and now its size between default and previous.
9. Changed game start items for new magic backgrounds. Every new mage have coarse tunic and dagger.
10. Increased size of flying magic projectiles.
11. Number of messages-notices is decreased, almost all are for the highest rank mages due to message lod crashes.
12. Level of all mercenaries is equal to 55.
13. Weak animators added to classic mages' equipment.


v.0.8fix - bugfixes, little balance

1. Fixed bug with 350 armor of the Saint and with armor of the Saint for High priest.
2. Mental magic and Conjuration summon its objects in ten steps forward caster.
3. Every magic except classic have messages-notices on casting its spells by anyone on the battlefield.
4. Fixed bug with river near Imperial city.
5. Mental, Holy magic, Necromancy and Conjuration staffs have increased projectile speed (to force NPCs cast spells even when opponents are on long distance).
6. Added always looted crowns for kings, lords, high councilors of Arcane Oder and Members of Arcane Council. After defeating such opponents you will guarantee take expensive crowns to sale it. Or to wear it.
7. Chairman of the Arcane Council now have classic mage' equipment.


v.0.8 - Great pack of different magic is arrived: Conjuration, Telekinesis, Holy magic, Mental magic, Portal magic, Necromancy.

1. Fixed bug with spawn different bandits on each spawn points.
2. Fixed bug with scenes of nord villages.
3. Telekinetic mages are arrived. They are users of axe and blade caller items which provides opportunity to summon pack of mystic axes or blades and to control it in fight.
4. Telekinetic mages can summon from 5 dancing weapons (weak ones) to 20 weapons (balletmasters). After using of this opportunity they will fight with their remaining blade with great skill provided by their telekinetic abilities.
5. Many members of Arcane Order have Fallen weapon animator - artifact filled with telekinetic energy that allows animate 3 nearest daggers one or two times per battle.
6. Mental mages are arrived. They are users of Mental Magic staffs. These staffs allows owners to mirror itself to closest place. Mirrors will float throud the battlefield and sometimes affect nearest people by berserk state.
8. Those affected by this state will not obey orders of all officers on the battlefield and will fight with anyone include another ones affected by this state of mind. Hovever, a few of affected ones can coordinate their efforts against all forces on the battlefield.
9. Beware of using these rods near allies. However, dancing weapons are almost always affected by power of Mental Magic Staffs. Use this bonus wisely.
10. Holy mages are arrived. They can heal nearest people when shooting. Distance of healing based on power of Magic Staff.
11. Conjurers are arrived. They summon mmagicspheres of different elements, which will froat through the battlefield and sometimes explodes, killing all nearest people.
12. Portal mages are arrived. They translocate small distances at will and wear heavy armor.
13. Necromancers are arrived. They summon big number of skeletons with weak weapon.
14. Almost all magic staves are used with different visual and sound effects. It is activated with Latin words.
15. Great number of magic staves from different Skyrim plugins, armor and weapon from M&B OSPs are arrived. New mages wear and use this. NewAnimations Mod by MAXHARDMAN is included.
16. Parties size is slightly increased.
17. 8 new backgrounds corresponded to new types of mages. Now you can start to play with weak magic weapon.
18. All countries have access to non-regular Holy mages. You can hire them in taverns. People of each country learn 3 different magic branches:
_ Country _ Main magic branch _ Second magic branch _ Third magic branch_
_ Swadian Empire _ Classic magic _ Fire Artefaction _ Fire Conjuration _
_ Vaegir Tzardom _ Classic magic _ Earth Artefaction _ Earth Conjuration _
_ Khergit Khanate _ Mental magic _ Telekinesis _ Necromancy _
_ Nord Association _ Portal magic _ Ice Artefaction _ Ice Conjuration _
_ Rhodok Kingdom _ Telekinesis _ Air Artefaction _ Air Conjuration _


v.0.7 - each country now like all previous Calradia was. HUGE! WORLD! Title system is added too.

1. Mundus Magnus map by leandrojas
2. 455 villages, 100 castles and 41 towns are placed on Mundus Magnus map.
3. 405 lords. Each country have 81 lord - 21 of them are old and 60 are their posterity.
4. Each country have its own steppe, forest, sea and mountain bandit spawn points.
5. Each country have 91 village, 20 castles and 8 towns. Swadia have 1 village more, Khergits have 1 town more due to long controlled area and army weakness.
6. All localities and lords have its own names generated by online name generator.
7. Title system -

_ Country _ King title _ Old lord title _ New lord title _ Style of second name _ Second name mentions ... _
_ Swadian Empire _ Emperor _ Baron _ Baronet _ German (von ***) _ manor _
_ Vaegir Tzardom _ Tzar _ Boyar _ Noble _ Russian (***ovich) _ father _
_ Khergit Khanate _ Khan _ Noyan _ Chief _ Arabian (ibn-***) _ father _
_ Nord Association _ Grand Jarl _ Jarl _ Conung _ Irish (Mc***, O'***) _ father and grandfather _
_ Rhodok Kingdom _ King _ Count _ Vicont _ French (de ***) _ manor _

7. 5 lords from each county are High councilors of Arcane Order.
7. Battle map size is increased.
8. Number of recruited troops in villages is increased (min from 5 to 7, max from 7 to 10).
9. New lords can carry one banner, but use another one for their soldiers.
10. Banners from castles are almost deleted (maybe ill return em soon).
11. 3 times more seeing range, 2 times more speed.
12. 6 new hints.
13. Fixed bug with texts.
14. Towns need food and other support fron villages. Now each capital is surrounded by 3 closely placed villges and each other town - by 2.
15. New lords are warriors more then warlords. They have increased honor and level (include skills and attributes), uses racial armor and weapon, but lead less soldiers and have less out-of-battle skills.


v.0.5.5fix - fixed issue with unbalanced mages vs mages fights.

1. Fixed NPC Mystic Blast speed to 100 (equal to player's).
2. Now NPC magic properly hits opponents in melee.
3. Dispelling random spells of other mages on the batllefield works now.


v.0.5.5 - artificers are arrived.

1. Kearsage Magic Staves Pack for Skyrim. 15 new models are adopted.
2. Firearms skill is displayed and replaced with Artefaction skill. Now its matched with Artifact Rods. Refresh trigger includes this group.
3. New type of army - Artificers. They use Artifact Rods - crossbowlike weapon without reload. There are 2 branches of Artifact Rods - the fist one, Ice Artifact Rods, have almost crossbow parameters, but deals 30 percent damage less, the second one, Fire Artifact Rods, deals 30 percent damage more then crossbow, but have locked accuracy parameter. All Artifact Rods have 120 ammo instead of 200 for crossbows.
4. Artifact Rods are balanced with 2x more projectile speed then crossbows' due to engine differences between crossbows and firearms.
5. 2 non-racial types of army (nord and swadian archers) are replaced with Artificers. Nords took Ice Artificers, Swadians took Fire Artificers.
6. Sounds of Artifact Rods usage.
7. Artificers uniform.
8. Fire and Ice needles for Artifice Rods.
9. Castle guards replaced with high rank army troops.
10. Load screen pictures are replaced with pictures about slogans of the MOD(some of them in earlier versions).
11. One of Swadian and Nord lords are Creators of Artifact Rods.


v.0.5.2 - mages found their place in types of army.

1. Harmony and Council Faction uniform.
2. Less chance to miss with magic due to increased area of projectile explode. 150 area for player and 300 area for NPC. You can damage max 2 closely moving targets by 1 spell.
3. Fixed bug with hair color.
4. Spell distance for NPC is 4000 now. Its like thrown weapon distance.
5. Reworked level of mages. Now its 20, 30, 40 and 50 for grades of mages.


v.0.5.1c - a great number of cosmetic changes and a little number of magic reworks.

1. 4 grades of mages - Servants, Adepts, Masters of Arcane Order and Members of the Arcane Council. There are some Renegade Arcanists too in taverns that are ready for hire. They are almost Masters of Arcane Order.
2. Moon beam particle of Mystic Blast instead of firefly and fireball particles.
3. The Arcane Council gives its most beloved members rank of High Councilor. There are 12 High Councilors in Calradia and 2 leaders of the Arcane Council. The first one leads ruling faction (Council Faction of the Arcane Council), the second one leads opposite faction (Harmony Faction of the Arcane Council).
4. Each country have 2 lords skilled in Arcane Arts. There are 4 High Councilors outside the aristocracy. You can find them on streets of towns and they will teach you almost unknown spells (Its unbalanced, and this means, that these spell is very weak and dont worth its cost in mana exclude Heal spell and a few buffs).
5. New models of magic rods.
6. 1.5 times more soldiers in parties and reinforcements, start party size for lords and for player is 50.
7. Undeads are 1-st level noskilled parties. Its easy to beat them with skilled squad.
8. Baldur Gate sounds of magic casting.
9. Right name and description of main spell.


v.0.5 - magic is arrived

1. Mod is combined with Magic World v. 0.20.
2. Rework of spells and spell using with the aim of higher perfomance in epic battles. Its uncludes rework of scripts and particle effects of a few spells.
3. Now NPC uses only 1 spell - Mystic Blast. Its learned in Arcane Order Hall after talking with Secretary of Arcane Order there. You will use this spell on 1 target with 100 speed by wasting mana, NPC will use this spell on up to 3 closely targets with 600 speed. They will start to fight with magic on great distance (when they arriving on the battle map). Comparative efficiency of magic is not too high now. Look at the top of this list to inderstand place of mages in types of army.
4. Magic is not archery. Magic is not battle skill. Magic is far more great. Thats why !!large_amount_of_mages!! on the battlefield will randomly dispel magic of their opponents. Your spells can not be dispelled.
5. Power Strike skill replaced with Inner strike skill. Now it affects magic damage.
6. Maximum level of Surgery skill is 1. You are not divine protector of Life to ressurect 75 percent of your dead army.
7. Magis rods has great Strength requirements. Now magic rods are single weapon type that ignores shield of its target.
8. All mages wear clothes. Magic will not serve man, which equipment is heavier then 20.


v.0.4 - main balance version

1. Each race specializes in a specific type of army. All types of army including racial ones mains ecific kind of weapon. Racial army branch have highest level and highiest skill in use of racial weapon in all race army. Of course, racial type of army is greatest type of army in Calradia. Swadians mains lance cavalry, Nords - one-handed weapon infantry, Rhodoks - crossbow infantry, Vaegirs - bow infantry, Khergits - bow cavalry.
2. Some type of army has secondary specialization in weapon. Secondary weapon have skill is about 2 times less then primary weapon.
3. All traits and features of NPC corresponds to those skills that a player would have at the appropriate level (except for mages). 55 level, 30 points in strength and agility, 10 points in ironflesh and main battle skills (7 in secondary and 5 in rarely used), 550 points in main weapon proficiency (and around 350 in secondary) - these traits are owned by man of racial type of army.
4. Speed and damage of polearm weapon is strengthened because its not too simply to inflict stable damage and really simple to block hits, especially in NPS vs NPS battles.
5. Damage value of all ranged weapon is strengthened because skill and proficiency in melee weapons greatly increases damage of such weapons (1 hit of one-handed sword in the hands of huscarl deals up to 50 damage to warrior in plate armor). Now bows, crossbows and throwing weapon are greatly powerful when there is opportunity to hit an enemy. Taking a high place with range squad will decrease opposite army depends on time of firing without interruprion in melee.
6. Requirements of all ranged weapon are increased too.
7. There are 200 bolts and arrows and 50 throwing items in 1 pack of ammo now because lower values makes ranged weapon useless in all fights.
8. Soak and reduction factor of armor is increased by 20 percent, minimal damage to interrupt actions incresed to 10 points. Now its very hard to hit well armored opponent by any weapon you have no skill with.
9. 200 points in proficiency and 5 points in main weapon skill are needed to make you equal-in-rights member of army battlefield.
10. Army unit have standart uniforn (made from vanilla items). Now we are able to be absolutely sure in weapon and armor of our army and army of opposite lord.
11. Now there are 2 types of horses - the 1st one is slow, but have good maneuverability, and the 2nd one is fast in perspective, but takes some time to gain speed and change driving direction.
12. Mercenary are expensive to hire, but cheap to upkeep. To hite them you will pay around 500 gold to infantry mercenary and around 1000 to cavalry. But in other hands you will take master-in-arms (mercenary hhve randomized equipment and have 9 skill points and 450 proficiency points in all possible traits. Its like not specialized type of any army.
13. Highest ranks soldiers in any lord army take around 1/8 of all army. And there is the most powerful part of army.
14. Some tweaks are included like less time to build buildings, following cattle herd, higher chance for localities to become rich, value of prisoners depends on their level etc.
15. 2 times more bandit parties, 2 times more bandits in these parties, and closely bandit parties can join to battles on the side of other bandits.
16. For providing opportunity of epic battles mod was combined with Speed&Stability mod.

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