Two-handed swords will use half-swording and mordhau techniques.
Two-handed swords will use half-swording and mordhau techniques.
Common, however it's not the final version of the shaders so the look will change a bit.
Pretty much true, from the last release we were just thinking of doing some tweaks and add a few items but over time it ballooned into a near-complete overhaul of the mod from the map to items, scenes, locations, etc... Most of what's left is to equip troops and balance the mod which is very time consuming.
The Diplomacy version we use is the latest that's available on Steam and being maintained by Somebody: Forums.taleworlds.com
It's hard to speculate on a release window, assets-wise we have the necessary but troops need to be equipped and items balanced. It's a very time consuming process and I estimate it's roughly 20% done. There's other minor things to be done but that's the only major hurdle for a release.
Not at all, too many changes.
In the upcoming version morale/routing in battles has been tweaked and we even provide different options for which morale system to use.
Using the cur_item_add_mesh operation introduced by the Viking Conquest DLC, inspired by this thread on the forum: Forums.taleworlds.com
Thanks for your support and all the music you created for us, I can confirm that it's implemented in the mod and will be part of the next update :)
We're working on troops at the moment so they are frequently going through changes, we might show some armour sets on the player character ingame in the meantime.
Oversight in the current release which caused this bug, it is fixed for the next one.
There are thousands of castles in France alone, we only picked some of the most relevant ones :)
Most of it depends on me and if I have enough free time until the end of the year, asset-wise there's always something to do but it's plenty enough for a release but now comes the time of implementation, distribution and balancing and it is time-consuming.
Working on the troop trees and troop loadouts, updating the shields, finishing a few assets and then balancing. Not much to show for now.
There are some visored transitional sallets and a couple of great bascinets, no armets at the moment but it's a possibility later on.
They are all in our WiP build of the mod, we haven't previewed them ingame yet as we're still playing around with shaders and finishing details.
Full/standalone since it's a near complete overhaul.
The main theme was composed by BenjaminR (link to his profile: Moddb.com ), you should ask him for permission or if he's willing to upload it to his youtube channel: Youtube.com
The hiring and training through the constable isn't functional at the moment, I forgot to disable it until it's properly implemented.
No plans to expand the map beyond France.
We're not short on ideas but on time, a lot has to be cut or set aside for later otherwise it would just keep delaying the release and it has already been quite a long wait. Next release will be on the same code base but with bug fixes, improvements and quality of life additions. Other than that we have a new feature that will lead to the player having access to custom troops but more on that later as we close in to release.
Assets-wise we're almost there but we still need to outfit the troops, balance items and playtest the mod properly. While the code base didn't change much it will still be a near-total overhaul when it comes to models and textures, even the soundtrack has been expanded thanks to benjaminR.
Yes, iJustWant2bPure changed most sounds that the mod uses.
Make sure your Warband version is at least 1.170
Copy-pasting error in a script, fixed now.
Irish mercenaries, maybe. Ireland? No, the map is going to stay focused on France.
Not at the moment, it's very finicky and time consuming.
Five, 3 upgrade lines for regulars (infantry, ranged, cavalry) and 2 for nobles (on foot or mounted).
There will be some customizable troops.
We're going to use a new map made by Rgcotl and expanded by iJustWant2bPure.
Unlikely, I'm really hard pressed for time and that's too large of an endeavor at the moment.
Not all the music tracks in the mod are from BenjaminR. Most of the travel tracks are from Jon Sayles and there's a couple of tracks from various composers as well. BenjaminR however contributed a large portion of the tracks used in the mod, especially for the next version. It will include a lot more battle music than the current public release.
Seek.n.Destroy
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