MOUNT & BLADE
Skilled Magic Calradia v.0.7 by High_priest_of_Ru
Mount & Blade » Modules
Added: 27/07/2017 - 01:13PM
Updated: 12/08/2017 - 05:14AM

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0.7 Latest version

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Last updated at 5:14, 12 Aug 2017 Uploaded at 13:13, 27 Jul 2017

Skilled Magic Calradia v. 0.5.5fix by High_priest_of_Ru
for M&B 1.011


Huge map and hardcore (i think not too hardcore, but well-balanced and a little dangerous) gameplay modification with reworked magic from Magic World mod and artificers.


I dream you will able to choose and successfully play any ingame role!
All ways for us!
Warrior - part of largest community on the fields, that gives you real challenge.
Ranger - strong and predictable range damage.
Knight - greatest force in Calradia, but it takes much time to achieve greatness.
Magician - being part of arcane society and powerful, but myopic force with unimaginable vulnerability to physic threats.




Features:

1. Skillful and highlevel balance -  all traits and features of army NPC corresponds to those skills that a player would have at the appropriate level. High rank troops are around 55 level.

2. Huge ingame world - 455 villages, 100 castles and 41 towns are placed on Mundus Magnus map. 405 lords are walking around: old lords, their sons and even gransons with various titles.

3. Racial types of army - each country of Calradia have type of army she is awesome with. Nord infantry, vaegir archers, swadian cavalry, rhodok crossbowmans and khergit horse archers are greatest warriors among all types of armies of all other counties.

4. Magic from Magic World by Pure Dark. Now its rebalanced and its recommended to use only Mystic Blast, that replaced fireball with particles and script parametres.

5.  Artificers
- new type of army. They are replaced nord and swadian archers.

6. Items for mages and artificers.



Magic:
1. Learn your first spell in Arcane Order Hall after talking with Secretary.
2. In battle press 6 (battle spells), then E and left mouse button. Now you are ready to use Mystic Blast.
3. Buttons 7,8,9 are matched with other magic schools.
4. If u know more then 1 spell of school, press T between E and left muse button to choose it.
5. You can learn more then dozen of spells in single game (not all 18), but i advise you to learn Mystic blast and, maybe, heal. But its your own choice. Just remember, almost all other spells aren't worth its cost in mana.


Credits:
Magic World by Pure Dark
Speed&Stability by MAXHARDMAN
Oblivion magic rod from its game
Baldur Gate sounds of magic casting
TLD Team for Saruman rod and rivendell robe
Kearsage Magic Staves Pack for Skyrim
Mundus Magnus map by leandrojas

Future plans:


NOW WORKS ON - magic/artificer summon and area damage, team changing spells (rage or charmlike).


Closest future -  balance at least 3 spells to use it in battlefield by NPC and player and more artifice items.
Far future - Desert faction, Arcane faction and Artificer faction.





Changelog:



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. 11 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.