Me - scripting, texturing, simple models/edits
Aenarion - models/textures - gone for awhile
Turioko - models - gone for awhile
cheeseOnToast -models/textures - has been gone for awhile
Tostig -textures
pentagathus - scenes?
Features for the Peasant's rebellion (A color and a percent. 90% means probably done because something can always be improved):
With the release of .960 and in the future 1.0, most of the coding stuff below is set back to 0% as I want to refine what I have and make most of it better.
Note, I still don't have all I have done on this list.
Green means done or almost done according to percentBlack means not started at all
Red means barely startedOrange means between Red and Green- Start as a knight, peasant, mercenary, marauder, or blood knight.
- Knight – start as Knight Errant
- Work your way from Knight Errant to Grail Knight
- Fief system once you get to Knight of the Realm
- village production (what's this you ask? Ill reveal more once I get more of it done. maybe 20%)
- Manage taxes (90%)
- Village and town levy (larger levy than village)?
- Guard your fief quests?
- Peasant uprisings/rebellions (75%)
- upgrade village to have a palisade and have it show in the scene
- Quest for the Grail
- Several hours of questing planned
- Must give up fiefs and only knightly companions who take up the quest can come with you for the time being (1%)
- Travel across the whole map searching for hidden areas
- Put on a wild goose chase by damsels, Grail Knights, and the Lady of the Lake until she thinks you are worthy enough to drink from the grail
- Blessing of the Lady
- For all knightly characters who are not armed with missile weapons (90%)
- The blessing heals all troops who have the Lady's favor during the battle (90% but I could make some changes if I wanted to)
- Knightly Virtues (there are 14 in all
- Virtue of Confidence (75%)
- Virtue of the Joust (50%)
- Full Jousting Tournament system (1%, got the mission template ready but thats all)
- Quests to kill monsters or other quests to gain “magic” items/renown
- Many, many, many different heraldry styles with banners to match (?%)
- Pick a plain banner in the beginning and start off with corresponding horse, shield, surcoat (90%)
- Advance and gain the option of a more detailed banner and heraldry
- the player’s men-at-arms uniforms and shields from his fiefs correspond to his banner (now I need to increase the amount of heraldry)
- Option to use the lance formation (75%)
- Amount of banners/heraldry (5%)
- Breaking lances for the player (ugly right now, I need the devs to put in some new functions to work how I want it to - 90%)
- Peasant – start as peasant bowman, man-at-arms, grail pilgrim, and others (right now about all you can do is do native quests and native stuff)
- Given equipment since you are under your lord’s protection
- Complete orders from your Lord
- As a peasant leader, have access to the army of your lord (just the men-at-arms)
- If you didn’t start as a grail pilgrim you can become one
- Complete with quests and advancement system
- Special ability?
- Mercenary and Merchant (look at peasant)
- option to be Tilean, Imperial, Bretonnian
- No faction but hired by factions (except for merchant) (maybe 50%)
- Special quests by hiring factions
- Double agent?
- Assassination quests?
- Merchant and mercenary quests and advancement system for the major merchant clubs/guilds (the merchants in native will be lesser merchants) and perhaps some kind of warfare between the major clubs/guilds (fighting, "accidents," economic warfare, etc)
- Player has a choice of joining a club/guild and will most likely have to fight in merchant wars
- Norse – start out as a dead chief’s son
- start as a Norseman and become a marauder (25-50%)
- Sea travel for raiding into unprotected territory (90%)
- Scripted starting intro
- plot (plot < 5%)
- Special ability (90%)
- Blood Dragon – start out as a weak blood dragon (Blood Knight)
- Quests to gain certain items
- Undead armies don’t need food (you can pretend they eat humans and brains and stuff but it would be stupid to have them eat regular food! (90%)
- Special ability (90%)
- Powerful
- Gain undead followers from those killed in battle (90%)
- Force roaming(leaderless undead parties) undead parties to join you (90%)
- The largest starting party cap, but of course you will mainly have weak followers
- plot (1% - idea only)
- Band of Warriors style companions
- Amount of companions (75%?)
- Injury and death system (90%)
- Full joining dialog for all characters (25%)
- (the following is not in Band of Warriors that I know of)
- Storyline after they have joined you?
- Advancement system
- Advisor
- Yeoman Warden
- Factions
- 3 Lyonesse lords/factions to swear allegiance to
- Jacen
- Jacen’s heraldry – 75%
- Troop tree – 90%
- Joining dialog – 85%
- Errantry quest – 90%
- Men-at-arms uniforms – 80%
- Kingdom hero heraldry – 10%
- Get a fief – 90%
- Henry the Lion
- Henry’s heraldry – 75%
- Troop tree – 90%
- Joining dialog – 85%
- Errantry quest – 90%
- Men-at-arms uniforms – 80%
- Kingdom hero heraldry – 0%
- Get a fief – 90%
- Edmond
- Edmond’s heraldry – 75%
- Troop tree – 90%
- Joining dialog – 85%
- Errantry quest – 90%
- Men-at-arms uniforms – 85%
- Kingdom hero heraldry – 0%
- Get a fief – 90%
- Norse
- Do I need to say more?
- New bodies, armors, helmets, shields, weapons
- I just had an idea, perhaps have more show up on boats every so often?
- Undead
- Powerful leaders
- Huge armies of weak followers but also with powerful grave guard and black knights and ethereal beings
- New armors, helmets, shields, weapons, horses (for Blood Dragons, Grave Guard, and Black Knights)
- Unjoinable factions (no towns/castles/villages)
- Orcs and goblins? (if I get them in you might be able to be one)
- Beastmen? (same as above)
- other
- Knights
- Hopefully about 60+ different sets of heraldry (body armor, shield, helmet, horse, and with banners)
- Will use the lance formation (75%)
- Eisenhouwer’s sound pack
- Hopefully a tweaked player wound system from EG2 but without death
- Siege towns (I’m not sure if this is in the current version or not, I need to play .903 more. So if it’s not in native, I have it in)
- Music (not produced by me) about 60mb worth right now but I will try to bring it down to about 30 mb if I can….
- After first release I might try to get someone to help me implement limited magic
- After first release I might try to get someone to help me implement trebuchets and fire during sieges
- plot idea for Bretonnians and Bretonnian/Imperial/Tilean mercenary players (1% - idea only)
What I need?
Bretonnian looking helmets for KotR, QK, GK.
Unique armor (body, helmet, feet, gauntlets are nice) for vampires
New skin/armor for maraudersNew zombie skins
Orc and goblin skins/skeletons (not possible yet)
Beastmen skins
New Grail Knight armor (cape, probably get from EGII)
New marauder helmets - cheeseOnToast said he would make more as well
New firearms
Any other Warhammer scene prop/item/skin that I might need
Tons of scenes
New scene props – new village hovels to be more in line with Bretonnia – no stone whatsoever on peasant buildings.
I need a new picture of a Grail if anyone knows of a good one, post the link and Ill check it out.
Note - this mod will not contain elves, dwarves, lizardmen, chaos warriors, ogres, tomb kings, flying vampires, Pegasi, Hippogriffs, griffons, dragons, and etc.
Skaven will be up for consideration after I complete everything else but they probably wont be seen much so I probably wont bother with them.
I have nothing against the above, it's just some will be too hard to implement and others are extremely rare.
I may make it so that the player can play as an elf or dwarf later
What can you do? I need a lot of scenes. I will post later what kind I am looking for and certain specifications. This will get your name added onto the list of credits. This goes for all contributors.
Ok, this is what I am looking for in the villages. Remember most villages in Bretonnia are extremely poor and the only thing that might represent wealth is the keep. Hopefully the huts and palisade walls will look better when Zaro releases his upcoming texture pack. If you make scenes for this mod, make the village, keep, fields, ai mesh, entry points, etc first and then once you get all that done look below at my second pic and build the palisade. There needs to be
TWO scenes for your village, one with just the village and keep and etc, the other needs the palisade added. It is fine if you just give me the palisade scene, because I will copy it and delete the palisade out so the village has the two scenes required for how I am currently doing upgrades to the village. The village should include hovels, granary, chapel, and fields (Ill try and find a mesh and texture for them). Oh, and you need to add entry points 10(for the attacker) and 13 (for the villagers for when the village revolts and surprises the player as he enters his village. Entry point 13 should go inside the village. Entry point 10 should go on the edge of the village. This guide shows what entry points you will need to add (it doesnt include the ones for my mod)
http://z9.invisionfree.com/exilian/index.php?showtopic=12Ignore the red and green AI barriers. They were there for before I made the ai mesh, they will be taken out sometime. I also don't have the fields in yet. I plan to have wheat fields surrounding the country side of the village but I need to get a mesh and texture from someone first. I am still not done with this village.

This is what my village looked like after I built the palisade. The Palisade part needs to be worked on and I need to get the AI mesh for most of it still, but you get the idea. In this pic the palisade only surrounds the keep on the hill, but you could have the palisade surround the village.

Here is one by Zaro that can serve as another model. We won't be able to have the regular town houses though.

Hovels: No stone because peasant's cannot use stone for their buidlings. Here is a description from the Knights of the Grail:
Peasant huts are made from wattle and daub. Wattle is a woven network of thin branches, neither strong nor water proof. Daub is a mixture of mud, straw, and animal dung, smothered over the wattle to keep out the wind and rain. The daub used in Bretonnia dries to a warm rich, orange, the color of sandstone, so even peasant houses look solid, but it's an illusion.
These are the kind of hovels I am looking for (pictures from King Arthur):


I desperately need to get some new village buildings in my mod, because I am unsatisfied with the way the current ones look in my village scene.
Here are some things I'm looking for:
http://store.us.games-workshop.com/storefront/store.us?do=List_Models&code=301380&orignav=13&GameNav=13If someone sees something they want to make make it and I'll put it in.
Here's an example of a Grail Chapel
http://us.games-workshop.com/games/warhammer/bretonnians/terrain/bretchapel/chapel.htm