(note credits list doesn't have Deahran and his fantasy weapon pack but have some files related to it, I just noticed it as the upload finished. Well, you don't have access to them in game or all meshes for fantasy weapons yet anyway. But there are few meshes in this version but you will still need permission from Deahran to use them in any another mod.)
MODPLOSION
Watch the old trailer;
http://www.youtube.com/watch?v=GBaexOyPbJwDOWNLOAD;
http://rapidshare.com/files/101346998/Modplosion.rar.htmlWIKI;
http://wiki.streetofeyes.com/index.php?title=ModplosionCREDITS
The people whose stuff used (some might not have made it in 2.0 but I just can't go through them again);
Fisheye&Hardcore Band Of Brothers; original and later contrubitors for face keys/char bios (since heroes are the only thing taken so far, in near future more of the BOW will be consumed.)
RF -=Oddball=- (who happens to be [Jager]) Textures & Meshes
Winter Craftmod CEP 1.5.1 Source (No iMods, No Retrainers) -doesn't exist anymore, but some code bits still exist.
Diabelica Firearms mod
SchahKeira Textures & Meshes
Stoned Dude Textures & Meshes
Highlander Formation Meshes
Fishyeye Textures & Meshes
Subotai Texutres & Meshes
Leprechaun Code bits
Fujiwara Code bits
Chels Horsepack
Talaks Skyboxes - not used anymore, but they are still cool.
Dablade Textures
Naridill's Regional Troops idea hijacked
APOLOGY
And there might be some other people that I cannot locate since some of the files and bits are quite ancient on my HDD which didn't have a readme (or had one but no names). If I've missed anyone... well double thank you! -KON Air
WHAT IS MODPLOSION?
Modplosion is simply the stuff I've been toying with since .751 just before my speedy project Mount&Shotgun, I've never ported it over .808 since I've joined Age Of Ash team under Great Duke. But nowadays I've pretty much came to crossroads in my life, well I'm pretty much obliged to decrease my computing time before I add it as an addiction to my cigar and alcohol habits.
So, that is the bunch of stuff I've cobbled toghether and play instead of Native. It doesn't fundamentally change the game, add a story. It is pretty much what our average n00b asks for "Put x and y together plz".
I've decided to release that both to shut the n00bs up and it would provide some what a nice base for people who would like to add more stuff.
Also I'd like to say I'm sorry again for leaving AoA team so suddenly.
FOR DEVELOPERS
Some of the items are from packs that are not fully represented (for example there are only a few items from Stoned Dude's weapons pack, etc.)
DaBlade allows his texture to be used by permission (costumes5_BA_DaBlade.dds - the ornate black armour, I'm not sure if it is still in this version

) if you take whole the source or partially and make a different mod ask for his permission or remove the file and it's references from (kontest.brf and dark_paladin at module_troops.py and module_party_templates.py -which doesn't exist anymore, kontest.brf only have [Jagers] reskins).
Also don't forget to add the whole credits with "apology" section.
GAMEPLAY
Battlesize changer is recommended;
http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=8&lid=107TROOP TREES
There will be minor revamps to troop trees, such as Knights from Swadians/Vaegir becoming regional uniques and replaced with equivalent units, Nords getting archer/warrior separated, uniform armours/weapons for all etc.
Regional Uniques;
(towns aren't decided yet)
Two tiered uniques troops that can be recruited by their home town. Also added to party of the towns Lord by default. * denotes not added to Lords party, only available to players.
Note; Ability to recruit regional uniques are cut from this version. So only town owners get their unique, Faction leaders get their towns unique and other uniques owned by his faction (this may not function as intended for newly conquered cities, meaning (you can't get any as a rule) your faction leader may not recevie any new regional uniques but an npc given a capitol as fief may get all regional uniques of that faction even thought uniques home town is not captured etc.)
Swadia;
Heavy/Swordsman -Infantry
Heavy/Grenadier -Crossbowman/Firearm
Knight/Paladin -Heavy Cavalry
Vaegir
Heavy/Dragoon -Mounted Archer/Firearm
Heavy/Maceman -Infantry
Knight/Paladin -Heavy Cavalry
Nord
Scout/Tracker -Light Cavalry*
Master/Swordsman -Infantry
Longbow/Bowman -Archer/Melee
Veteran/Pikeman -Pikeman
Rhodok
Scout/Tracker -Light Cavalry*
Sniper/Rifleman -Crossbowman/Firearm
Halberdier/Royal Guard -Pikeman
Armed Peasants/Irregulars -Heavy Two Handed
Khergit
Heavy/Infantry -Infantry
Venerable/Veteran Rider -Mounted Archer/Javelineer
Conscripts/Regulars -Archer
ZENDAR/NEUTRUAL MERCS
Bandits are no longer available for recruitment.
Zendar has five distinct Mercenary Companies who are open for business with their very high leveled mercenaries.
Trade Guild Guards;
They are the best at what they are doing, defending caravans. While not really offensive units they come in two flavours. Trade Guild Guards with Halberds and Rifleman with state of art technology rifles.
Rose Tower Defenders;
While their name might sound defensive these women carry a lot of javelins, medium armour, a shield and a spear. Deadly, if they can hit things...
Watch Tower Rangers;
Not a real Mercenary company but a part of Zendars private defenders. They wear light armour and longbows with enough skill to kill distant things.
Eagle Company;
Stationed on the main gates, the Eagle Gate swordsman carry keen swords and thick shields. And wear a really thick armour.
Eccentric Hunters Guild;
While not a real mercenary organization, Eccentric Hunters Guild is a gentleman's club who enjoy hunting. It is an open secret adventurous nobles from mainland come to Calradia to participate in hunts... no need to mention which kind. Eccentric Hunters Guild is also tasked with supplying The Singing Pumpkin with foodstuff, but the two kinds hunts don't coincide... very often. If you end up eating a River Pirate in Zendar you know who to thank... wait that didn't sound right. Eccentric Hunters are mounted units with light crossbows.
Tavern Mercenaries are divided into five different kinds, depending on which company they belong to. Those companies don't have representatives in Zendar. They mostly come together for big contracts and wait hanging around in taverns.
Tiers,
Adventurer (1. Tier)
Mercenary
Sell sword
Hired Blade
Solider Of Fortune (some companies may skip a tier or two)
Silk Order; Tied to Black Khergits somehow, members of this order expertise in assassination. They have very high movement speeds on foot, have poisoned throwing knife and deadly blades for hand to hand combat. (cut form this version)
Golden Sun; Originated from the first days of Swadian-Vaegir war, Golden Sun started as Khergit Mercenaries. They are mounted archers with limited to none-melee.
Undertakers; Undertakers mostly consist of mentally challenged people. They value damage more then speed. They wear, sometimes wear, light armour and a variety of weapons.
Redstag Knights; Original merc three starting from Mercenary with a split to mounted/on foot knights
Also;What does the diplomatic letters do?
Simple, you go to talk to your factions leader ask for a letter, if you have enough favour with him he will give you one of tow letters, war or peace declaration. You take this letter and talk to the targeted factions leader. Want to start a war with a peaceful faction? Give him the letter and the war will start. Making peace works the same way. You might notice a quirk, say you go to a faction that your faction is not in war with, but you still have a peace letter option. I left it because player may attack that faction but they won't start a war. So the "Peace Letter" is a free way to make peace with that faction instead of paying money.
How much favour such a letter require?
Also I first thought Amnesty letter as a one shot letter that you can give and immediately make the bandits surrender. But now when you join a faction you grant Amnesty to bandit parties, the Amnesty letter will give a boost to your required influence but you can still do without it.
I removed some of the parties I assumed causes trouble.
Now all that remains is Gift, Wounds, Companion Hiring, Scoreboard and private castle/inn...
I guess I'll release without any of the above, wait for bugs then start working on them.
On a side note; The at class choice I am aware of the choosing "Son of a minor noble" causes "unknown adventurer" to be shown at the menu...but works as "Son of a minor noble". It is too minor a bug for me to give a damn about it and I think I'll remove native class choices altogether.
Banking options in towns. There is some other stuff too... and then some more stuff...
Also Perks! With most of the game mechanic stuff is moddable they now worth something!
Forfeit Perk (can be chosen multiple times)
You choose to forfeit a perk. You will be rewarded random amounts of Xp, denars and weapon proficeny points.
Tier 1 Perks
Slaver
You see profit when you look at an unconscious enemy and involuntarily rub your hands will thinking about their worth.
This perk will increase the number of prisoners you can hold by 20.
Subterfuge
You have learnt the sideways and secret entrances to every town and know how to fool guards.\
This perk will allow you to sneak into towns without possibility of being recognized.
Magnified Karma
You say things with greater impact on people, negative or positive.
This perk will double the effects of relation changes about you and other people."),
Motivator!!!! (Only at level 5)
You have learnt how to push your men to the limits of heroism. THIS PERK CAN ONLY BE GAINED AT THIS LEVEL, IT WON'T BE AVAILABLE LATER!
This perk will double the Leadership bonus to the party morale and size.
Fast Reader
You have spent too much time reading and writing. So you can read books faster then before.\
This perk will double speed of your reading.
Weapon Master
You have learned the way of sword. At least partially.
This perk will add one point to weapon master and all power strike skills.
Munckin!!!(Only at level 5)
You are a munchkin, you go great lengths to maximize your abilities to exploit the game. THIS PERK CAN ONLY BE GAINED AT THIS LEVEL, IT WON'T BE AVAILABLE LATER!\
This perk will allow you gain an additional perks at every fifth level (10, 15, 20, 20...)
Street Smarts!!!(Only at level Cool
You have learned that street smarts and science do have parallels.THIS PERK CAN ONLY BE GAINED AT THIS LEVEL, IT WON'T BE AVAILABLE LATER!.\
This perk will reduce the intelligence requirements of books by more then half."),
Tier 2 Perks can be taken after level 11
Provisions
You learnt how to spend your food and water the hard way. So keep a close eye on provisions.
This perk will decrease the rate of foods consumed and add ten to maximum party size.
Subtle Speaker
You speak softly and calmly about even the most horrible things, people enjoy listening to you.\
This perk will add one point to Persuade skill, one point to charisma and allow you to use Persuade Option in dialogues as much as you want without a time limit."),
Recruiter!!! (only available at level 14)
You know how much mercenary wants, how much a mercenary really worths.THIS PERK CAN ONLY BE GAINED AT THIS LEVEL, IT WON'T BE AVAILABLE LATER!
This perk will greatly decrease the amount of money asked by mercenaries in taverns.
Recruiter!!! (only available at level 14)
You can read and understand a book while paying very little attention to it. THIS PERK CAN ONLY BE GAINED AT THIS LEVEL, IT WON'T BE AVAILABLE LATER!
This perk will allow you to read books while travelling.
Realization
You woke up and noticed something new about yourself.
This perk will add two or three points to a randomly selected attribute.
Berserk!!! (only available at level 23)
You have learned how to tap into your inner powers when in dire need. THIS PERK CAN ONLY BE GAINED AT THIS LEVEL, IT WON'T BE AVAILABLE LATER!
This perk MAY activate and RANDOMLY replenish your health to half or full, when it is critically low.
Legendary Presence!!! (only available at level 23)
You have learned how to impress people by your actions and intentionally make them feel like you a character out of legends.THIS PERK CAN ONLY BE GAINED AT THIS LEVEL, IT WON'T BE AVAILABLE LATER!.
This perk will double the amount of renown you gain or lose.
Tier 3 Perks can be taken after level 23
Sleepyness
You can sleep anywhere anything without caring about what is going on.
This perk will increase the time flow while resting in cities or camps. Also allows you to sleep almost everywhere.
Mentor
You have learned how to take a better lesson after countless fights.
This perk will double the amount of experience gained by your party after battles.
Boasting
You have learned how to impress simple villagers by telling stories of you exploits.
This perk will double the amount of recruits from villages and add 5 to your maximum party size.
Special Perks, one can be taken at level 12, 21, 27, 32
Trader; You don't suffer price reduction penalties when you sell goods to merchants!
Architect; When you build improvements they are built at double speed!
Seasoned Buyer; All weapon and armour have more items available!
Skilled Butcher; You gain three times more meat from slaughtered cattles!
Tactical Genius; You gain +5 Tactics skill for battle advantage calculations, the bonus is added party, and ally limit are applied.
Friend of a Friend; A traveller, a ransom broker and a minstrel is ever present in The Singing Pumpkin which is located in Zendar, this perk allows you to visit it.
Nightmare Boss; You are nightmare to your soldiers, you find a tiniest detail and cut their wages in half. You pay reduced wages which decreases party size by 15, but you can hand out money to increase party morale.
Charisma Boost; You gain +3 Charisma and +1 to all related skills
Intelligence Boost; You gain +3 Intelligence and +1 to all related skills
Agility Boost; You gain +3 Agility and +1 to all related skills
Strength Boost; You gain +3 Strength and +1 to all related skills
Note; Some perks have minor changes to their text/function, ingame description is final.
Report any bugs/oddities/suggestions at
http://forums.taleworlds.net/index.php/topic,22765.15.html