Author Topic: [WB][S] Scaedumar 2 - (Native Overhaul with FXAA now)  (Read 10584 times)

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LordMalacath

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[WB][S] Scaedumar 2 - (Native Overhaul with FXAA now)
« on: October 17, 2012, 09:35:15 AM »
Greetings, and welcome to the discussion page of Scaedumar 2, here at Taleworlds.



Scaedumar is an invented word that means shadow - tales, the word perfectly describes the atmosphere in this mod - a dark, and hard environment.
Scaedumar 2 is the reworked version of Scaedumar, created in mind for high-end computers, where what Warband should have been will come true before your eyes. Experience an in-depth roleplaying gameplay, where you can be whatever you want, from a highwayman, to a generic soldier or the pride of a King - a Count or a Countess.

Calradia will be more hostile and unforgiving than ever before. Small villages, secluded in the mountains or in the forests, are constantly being pillaged by bandits and enemy lords. Castles are even harder to defend, as the enemy will now use more than three ladders. The audio part of the game is being totally reworked from scratch, and many new textures are added daily. Troops were overhauled aswell, and balanced correctly. New troops like the Rhodok Mounted Crossbowman (Light Cavalry) and the Swadian Feudal Knight (Heavy Cavalry) are just a small example.

The battlefield terrain has been totally reworked, and prepare to dismount your cavalry if they encounter obstacles that may put them in danger to enemy footmen or archers. Trees will now protect your soldiers from incoming arrows or bolts. Weather effects such as rain or snow will slow down your cavalry, and make them even more vulnerable.

The lore within the game has been heavily modified and altered as well. This is not the year 1257 anymore. You won't start in March of that year anymore. The chosen year, is the year 1153, my so called 'darkest year' of Calradia. The tense of this darkness is the holy war indicted by King Herman the II, against the Sultan of the Sarranid Sultanate of Muhammad Ibn-Nasqbandi. Troops for every faction are completely revamped, upgrading now doesn't mean that you'll have better troops, everytroop now has a role, and you'll need to upgrade by keeping that in mind. Having a couple of voulgiers instead of upgrading them all to spearmen will come in handy if you'll have to face brutes armed with sledgehammers and mauls. Worth of mention is, of course, that in this game, you will die.

If you happen to get striken by an arrow to the head, you're done for. You could survive an arrow to the chest, of course, but you'll be severely crippled for some time, and you'll be confined to bed by the medics. If you decide to wage battle against what the medics tell you, and delay the recovery, your skills will be negatively influenced by your health status.

Good stores now sell medicine packs, consumables such as ale, wine, gorzalka (vodka) and various other tools that you will need to discover and get from special quests assigned to you by the town guildmaster. Armourers now have a large repertoire of items, including over 250+ new armors, 56+ new helmets, 32+ new shields, an uncountable amount of new weapons, including crossbows, swords, knives, shortswords, axes, halberds, pikes, bec de corbines, awl pikes, pikes and last and not least, primitive gunpowder siege weapons, which while being very powerful are very dangerous.

The Kingdom of the Nords, after that somebody told me that Sverige means Sweden, is changed into the Kingdom of Tiden, a Kingdom influenced by medieval Sweden and Norway. The King is now a certain Sverker Carlosson of Axevalla (clear Jan Guillout referrence). They are not vikings anymore. Sea raiders got that privilege.

More will come soon.

(click to show/hide)

A full feature and futurette list is too long to make. All the authors of the OSP packs used are credited inside the Credits of the mod.
« Last Edit: November 27, 2012, 05:13:14 AM by LordMalacath »

dinnerdog2zero

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Re: [WB][S] Scaedumar 2
« Reply #1 on: October 17, 2012, 09:56:47 AM »
Sounds interesting, love the dark atmosphere.

I bid you good luck in this enterprise.
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Uhtred Ragnarson

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Re: [WB][S] Scaedumar 2
« Reply #2 on: October 17, 2012, 03:36:26 PM »
Awesome! Love the atmosphere
"Put all the evils in the world behind a door and tell man not to open it, and he will open it, because there is such joy in chaos" - Bernard Cornwell.
I actually managed to down one of them once, get their weapon and shield and down the rest.
Seriously gave me a half-boner after I did that - taught me more about LIFE than The Expendables did.

Zetra_ernat

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Re: [WB][S] Scaedumar 2
« Reply #3 on: October 17, 2012, 04:38:34 PM »
Good Luck. :)

Malanthor

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Re: [WB][S] Scaedumar 2
« Reply #4 on: October 17, 2012, 05:47:13 PM »
Good luck to you.

Comrade Temuzu

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Re: [WB][S] Scaedumar 2
« Reply #5 on: October 17, 2012, 07:35:28 PM »
Hmm, most interesting.

In the case you're drunk and somebody rapes you it's your fault for entering that mind state.

Bad Idea

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Re: [WB][S] Scaedumar 2
« Reply #6 on: October 17, 2012, 10:39:43 PM »
gonna keep on eye on this  :mrgreen:


Windbusche

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Re: [WB][S] Scaedumar 2
« Reply #7 on: October 17, 2012, 11:25:19 PM »
BEAUTIFUL mapping work thus far.
I love it, quite a bit at that.
Good luck, been following this on Moddb since it was announced. :)

dinnerdog2zero

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Re: [WB][S] Scaedumar 2
« Reply #8 on: October 18, 2012, 02:23:20 AM »
I like the idea of including firearms, even if it is not entirely historically accurate. I saw on moddb that you had some images of firearms, which are 16th century muskets. If you do include firearms i suggest that they should be medieval "handgonnes" like the below images.
(click to show/hide)
It would be great if firearms(and siege cannons) in the game would make a lot of smoke. One thing overlooked in many games that feature early firearms, is that black powder weapons generate a lot of smoke. A battlefield obscured by smoke from firearms would really add to the dark atmosphere that this mod should be aiming for.

Another thing that would really add to the atmosphere is medieval beliefs and superstitions such as witches, sorcerers, necromancers etc. While i dont mean you should actually include magic and sorcery, rumours of witchcraft and people being possesed would add to the dark setting. Quests where you must hunt down supposed sorcerers(remember that i dont mean you should actually include magic) could be added. Another good quest could be one where you are sent off to eliminate a dangerous heretic and his party of fanatical follwers. It would be amusing to be able to accuse a rival lord of heresy or witchcraft and have them executed.

Peasant rebellions should also be included. Instead of just bands of looters roaming the countryside, villages or even towns could rebel against their factions.
Not sure how this would be implemented though.
Governor Mithridates
Dahayu Mithradatha/Euration-5

LordMalacath

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Re: [WB][S] Scaedumar 2
« Reply #9 on: November 16, 2012, 08:00:04 AM »




Screens are dark because I love taking them in the evening.  :P

dinnerdog2zero

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Re: [WB][S] Scaedumar 2
« Reply #10 on: November 16, 2012, 09:34:46 AM »
Looking good.
Governor Mithridates
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bpopa27

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Re: [WB][S] Scaedumar 2
« Reply #11 on: November 16, 2012, 05:57:22 PM »
This is gonna be much better than Scaedumar 1 thatt's for sure :P

Ililsa

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Re: [WB][S] Scaedumar 2
« Reply #12 on: November 16, 2012, 06:11:33 PM »
Oh awesome, I really liked Scaedumar.

Bad Idea

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Re: [WB][S] Scaedumar 2
« Reply #13 on: November 16, 2012, 07:40:30 PM »
Screens are dark because I love taking them in the evening.  :P
With some coding they can be dark all the time... :mrgreen:


LordMalacath

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Re: [WB][S] Scaedumar 2
« Reply #14 on: November 17, 2012, 12:32:15 PM »
www.moddb.com/mods/scaedumar-2

Keep this under track if you want more updates. Feel even free to suggest something (just don't reply under other comments or I'll miss it).

I'm currently retexturing for variation some of Pino's armors, making some looking ragged and worn, and I might post some screenshots soon.

The thing that I am happiest the most is the balance that I acheived. Troop wages now are very high, so you can't keep your army all the time (unless you have ca-ching $$$). Troops are rebalanced. No more OP Swadian Knights and Rhodok Sharpshooter. Prepare to actually lose troops, and of course, prepare to die.