Download Link and Mod description. Current version: 150 P7 or 156 B2+

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guspav

Section Moderator
Have you ever wondered what it would be like if there was a bit more of fantasy in Calradia? What if elves, drows, mages, orcs  and dwarves lived in Calradia's most remote locations? What if wild undead roamed the lands hungering for the flesh of the living? What if beyond the farthest dunes of the Sarranids an ancient city held an equaly ancient evil? And what if from the frozen wastes a mysterious order of monastic knights came to put an end to all evil under the iron fist of their righteous god?
All that is part of this mod. What the fate of Calradia will be, is up to you!

I have been working on this mod for quite some time. It all started as a hobby project of mine after watching the Magic mod for Mount and Blade, and, being an avid D&D Dungeon Master myself, I decided to build a mod that tested my modding skills a bit and kept being something fun and relatively close to Native's gameplay with some fantasy stuff thrown in.

Notice: This fan based non-commercial modification is in no way affiliated with R.A Salvatore, Ed Greenwood, Wizards of the Coast, Taleworlds Entertainment or Paradox Interactive. All trademarks, logos, sounds and videos are property of their respective owners.

So, without further ado here are some of the mod's current features:

- seven new major factions which include: elves, drows, dwarves, mages, necromancers/undeads, clerics/paladins, orcs
- lots of items for each faction, some original and some taken from many different OSPs
- a magic system based on new skills, worn items and thrown weapons
- some spells for creating great havoc: fireball, lighting bolt, magic missile, black bolt, white bolt, vampiric bolt, charm person, flame arrow, chaos, acid arrow, darkness...
- an entertainment skill based on an OSP, but heavily modified
- some magical items based heavily on D&D (gauntlets of ogre power, dwarven thrower, dagger of throwing,robe of the archmage, maul of the titans, vorpal sword, mace of disruption, sun blade)
- a sneak attack system
- new creatures: elves, dwarves, drows, gnomes, orcs, shadows, skeletons, golems (stone, iron, silver)
- ships and ship battles just like in the OSP
- really dangerous recurrent spawns every once in a while to keep you on your toes and from getting bored of hunting bandits
- a necromancy system (create undead armies out of thin air, but it'll cost you!)
- 16 new heroes: 2 elves, 2 dwarves, 2 drows, 2 gnomes, 2 orcs, 2 mages and some other miscelaneous humans
- NPC export/import feature

take note that this mod is still a work in progress and it needs a lot of ironing, polishing and rebalancing, but I assure you it is quite fun.

GS:========
  Mod is open but without weekly updates or support from me for now.  We're exercising democracy, meaning you the users are now the support team.

2014 Phantasy Calradia has never come down, and I've never heard anyone say they found it unsatisfying.
I've heard plenty of people complain about 2018.
=======

Mod's Nexus Page (get both the main file and patch file from there):[/color]
https://www.nexusmods.com/mbwarband/mods/6194

Mod's Mod DB's link  <-- tends to be less current than NexusMods due to very heavy administrative obstacles
http://www.moddb.com/mods/phantasy-calradia

changelogs:
  EDIT March 2018:  Be aware there are TWO flavors of Phantasy:
A)  Phantasy Calradia was last "formally" released in 2014, and its last patch is 0.723 
  It performs well on older PCs and imposed no requirements as to Warband version.
  The latest forum threads for "currently working on" stopped discussing Phantasy Calradia progress around 30 pages ago, back in 2016.
  Guspav wrote/integrated/retweaked all of Phantasy Calradia (2014 version) as it appears here.

B)  Instead, starting Summer of 2017 the source code from Phantasy Calradia was loaned/entrusted to GSanders and the ninny proceeded to integrate Diplomacy, PBOD formations, wife as a companion then rebuild all the spell systems, combat system, map movement, bandit spawns and pretty everything except tournaments and quests.  The loon didn't even hold diplomacy's recruiter sacred, instead completely replacing the recruiter in favor of a different system. Dozens of new reports and hidden tools for inspecting the troop trees, dynamic resistances, economy changes, enhanced food/drink, changes to Necromancy, changes to reinforcements, all sorts of things changed. Weaponless combat is a "thing" and it works well enough.  Try kicking while unarmed if you have skill.  Many things are different.  As for calling GS a ninny and a loon, I can get away with that - as this update is GS writing.  I'd prefer to remain the only one insulting me though, if you're not doing the work each week.  I've at least earned it.  "Phantasy 2018"

Changelogs
Version 0.723

- Fixed foot glue item dialog to actually give the foot glue.
- Established a top cap for both debts and savings (they are set to 1000000 so no variables overflow, my guess is the max variable size is at 2^20= 1048576).
- Made gnomish bank angry letters for non paying customers as well as some repercussions.
- Raised Knights of the King athletics to 3 (was 0).
- Corrected Vedmaks magical power and set it to 7.
- Lowered bandit spawn rate.
- Patched up "alignment clash" script.
- Tweaked charged staff and sneak attack code. They will now cause raw damage so armor will be less useful against them.
- Mode around some castles so as to cause more strife between elves and drow and the Blazing Hand and the necromancers (requires new game).
- Corrected several typos and NPC conversation errors.
- Increased the accuracy of flame arrow, acid arrow and darkness spells.
- Removed the Elven Royal Plate and Vorpal Sword from the regular shops.
- Raised Kevtil's faith to 1
- Added a drowning script to ship battles so troops who fall from the ships will slowly be drained from hp and killed.
- Reduced the cost of mages and cleric wages.
- (hopefully) Fixed all gender issues.


Version 0.721b

- You can now withdraw all your money from the gnomish bank at once.
- Fireball, lightning bolt and flame arrow spells have had their multipliers increased to make them more useful.
- Reformulated a part of the spell damage/effect code so it will take clothes into account.
- Some lords had their trainer skill increased.
- When a character reaches a score in necromancy of 10 their undead will no longer rebel.
- Magic enhancement bonuses of the items that had a 0.5 factor were increased to 1s (the module system only accepts integers without fixed point multipliers).



Version 0.721a
Fixes wages issue.

Version 0.721 changelog:

This file will patch from version 0.7 onwards to the most current 0.721 one.
More a hotfix than a thorough patch, but it sets things right.

Version 0.72 changelog:
This patch will address issues like the undead morale and undead food consumption script not functioning properly. It will also remove the butcher and the executioner from weapon shops. There are probably other tiny bugs that were fixed, but can't remember them. It will also probably work for patching v.0.7 to 0.72 It is save game compatible.

Version 0.71 changelog:

- Djanni can now be recruited (little typo there)
- Several typos corrected
- Necromancer's staff can be bought now
- Sun Blade will no longer be for sale at the Blazing Hand Temple
- lowered Golden stallion hp to 250
- lowered the range of the harm spell to 3 fixed meters. It will also deal only 1/2 of the damage it was causing.
- (untested) tweaked code that made undead cause morale penalities to other undead.
- Chelez was centered on the valley, hopefully this will prevent bandit hideouts to spawn on unpassable terrain.
- A few dialog options were put where they belong
- removed spring mounted shield script (non-functioning) to prevent red letters when entering taverns
- Missile storm will cost more to balance it's power
- Slow spell damage has been reduced to 25 cutting, was 30 cutting
- Several other typos have been corrected
- Menu responses order has been inverted in the mages guild so the "leave" player response is at the end of the list of options.
- Tested the non-undead-troops-getting-pissed-about-undead-troops-in-army script and it seems to work as intended now.
- Fireball and lightning bolt text fixed
- FINALLY the provocations and losing authority thingy. It won't appear every 3 seconds now
- took away all major magical items from shops.
- Changed pre join battle script to the one of Floris. Hopefully the weird issues will be gone now.
- Gave Magocracy mages a bit more skill with thrown weapons
- Gave some Mage and Fighter-Mage troops the magical sword spell
- Changed Ninnock's facecode, gave Berembert a goatee beard.
- Increased bandit spawns frequency, increased red letter spawns maximum and frequency
- reduced lichdom costs to 50k (was 100k)
- changed the time multiplier to 0.5 (was 0.25) and the seeing range to 8 (was 6.5).
- Moved the crazy mage to the beginning of the party template so he will do the talking instead of the golems.
- Lich fear aura conditions have been re-written to fix some issues and tidy up the code.

Version 0.7 changelog:
- Magic and faith bars are now being guarded by a script so their values won't go

beneath 0 for some reason.
- Lightning bolts and Vampiric bolts will now cost what they were supposed to to the

agent they were supposed to.
- Added chaos, haste, slow, curse, acid arrow, darkness, magical weapon, spiritual hammer, bravery, terror and harm spells.
- Cleric spells won't be so glitchy anymore.
- Fixed Sneak attacks.
- The shield spell will produce a metallic sound when cast.
- Remade Orc face models and adjusted textures.
- Adjusted mage staff sizes so they have now the correct values.
- Added particle effect to charged staffs and a charge/discharge button to the spell book, also removed all mage's staves "kill modes"
- Attack Anyone OSP from Dark Robin (and fixed by yours truly) added.
- Bronze armor from amade added
- Migrate population to towns, castles and villages
- re-engineered  vampiric bolt and white bolt so they cause damage regardless of armor.
- added some Hundred Years War mod weapons
- Added balrog and balrog sword
- added first batch of super-troops
- added upgrade to strange mercenaries (armor made by Sacred Stone Head)
- added super-troops to native factions plus their special equipment
- added tool tips for mage and cleric spells
- added dark versions of cleric spells, currently available to all clerics except paladins
- added vampiric blade
- added frost brand and flame tongue
- added black samurai armor by SacredStoneHead
- added staff to the Four Ways Inn (banker, magic items seller, permanent ransom broker)
- added menu to become a lich (you need 8 or more in necromancy) in the camp menu
- added culture migration to owned fiefs (can change culture)
- added elf and drow sounds
- added balrog sounds
- added several new inventions to Berembert's menu
- added many dialogs for new NPCs, only a few are missing now.
- Calradian map is now 2x bigger
- new castles and villages for the new factions
- new ladies and knights for the new factions.
- some new NPCs at the Four ways inn who will offer some useful services.



Version 0.53 changelog

- Fixed faith bar, it is now initializing correctly.
- Both magic bars were set to display permanently so they won't disappear for a few seconds anymore.
- Magic should be available on all fighting scenes now.
- Elven troops had their magic defense, power attack and iron flesh lowered to nerf them a bit.
- Heal spell and turn undead will now play a single sound so there won't be that deafening chant anymore.
- Sneak attacks can only be performed by agents on foot.
- The shield spell will produce a metallic sound when cast.
- Added orc patrols that will spawn around the Bloody Cliff so long as it belongs to the orcs. Hopefully that will make the orcs tougher as a faction.
- Adjusted mage staff sizes so they have now the correct values.
- Added particle effect to charged staffs. They won't be noticeable for the time being, but as soon as I can figure out how to make them show, it'll be useful.

Version 0.52 changelog

- Ported Mod to Warband 1.158
- Fixed lich fear aura script
- Added More Metal Sound 2.2 by Checkmaty
- Fixed the whole wrong gender dialogs issue (a lot more complicated than it sounds)
- Fixed a few prayer book script error
- Fixed Missile Storm spell button in Spell Book
- Changed spellbok to Spell Book
- Added a new particle system for the lightning bolt victims (taken from the Bear Force 2 Mod)
- Tweaked spell point and faith point bars
- improved the way spell costs are calculated (was every frame and changed it to 0.2 seconds, it seems to be working like it should now).
- increased magic resitance of high end troops of every faction
- gave dark mages troop tree more points in the iron flesh skill


Version 0.5 changelog

- Added renegade mages, dark mages, necromancers, master

necromancers, lesser liches and liches to Necromancers.
- Gave liches a fear aura around them
- Added new black robes for the aspiring necromancer. They work similarly to the mage robes. (the night robe and hood are using the same model and texture as the master robe).
- Added a faith point bar and magic point bar, represented by a white and blue bar respectively.
- Added RPG classes to starting menu, they are mostly a placeholder for now, but paladins, mages and clerics do have special functions.
- Overhauled magic system for both the player and NPCs. Changes include spell menus, a spell book, spell scrolls.
- Added Shield and Missile Storm spells
- Improved magic missile spell. It will now fire more missiles depending on the Magic Power level.
- Added faith skill and two cleric spells for both the player and NPCs. Current cleric spells are: heal and flame strike. Turn undead also appears on the list but doesn't use up faith points.
- Added Holy Avenger sword that gives damage bonus against evil creatures, depending on player's honor.
- Upgraded code for many spells and scripts
- Added groupies for critically successful perform attempts and lynching mobs for critical failures while giving speeches
- Added demon base race and demon wandering encounter (VERY TOUGH)
- Spell scrolls (the way to learn spells now) are sold at the goods shop rather than the weapons shop.
- Added spell books and holy symbols. They can be purchased at the goods store. You can't cast spells without a spell book or holy symbol.
- Added rebel undead and control undead script for evil clerics (currently only for NPCs).
- Made fighting villagers change depending on culture (still needs testing)
- Fixed most of the gender mistakes on dialogs and information notes (there are still a few left)-> Non humans should be able to be courted now
- Made dialog for turning NPCs to either mages or clerics
- Added Cabadrin's bodyguards
- Added Madvader's deathcam
- Added talk to guildmaster option at city menu (taken from Diplomacy)
- Changed sound of black bolt
- Made town recruiting menus more interesting, you can now choose whether to hire males, females, slaves or whatever is appropriate for each faction.
- Probably some more minor stuff that I can't remember right now.


V0.451 changelog:
- Fixed turn undead script (no more opcode errors)
- Made fireballs and lightning bolts not harm allies anymore
- Reduced  skeletons' ironflesh skill
- The orc faction won't be hostile towards the player in the beginning
- Removed fireballs from Aedan's and Rasreira's inventories

V.0.45 changelog:

- Fixed turn/destroy undead script. Allies won't be affectred anymore and only undead should be affected. Furthermore, turn/destroy undead will be used only 1 out of 3 times
- Casualty quantity will be stored properly now when using necromancy
- Added zombie textures and bodies
- Used old undead texture for the mummy race.
- Made troop tree with upgrades for mummies. They will be the standard necromancer faction's troops now
- Made 3 egyptian-style shields
- Made khopesh
- Made epsilon axe
- Reskined leather gloves texture and added the black leather gloves item and gave it to some troops
- Gave Traril and Quiona drow leather armors instead of their old crappy clothes.
- Fixed castle 69 scene.
- Rebuilt orcish horde trigger so it won't fire early anymore.
- Rebuilt reinforcements trigger so it will work monthly for a whole year.
- Deactivated female mages, they won't be recruitable anymore. Only male are in stand-by until I figure out a way of using the unisex troops code properly.
- Shrunk orcs to human size so they won't suffer from the "very-long-arm-syndrome."
- Removed gnome race to make some space. Gnomes will now use dwarf models.
- Switched map coordinates with Dwarves and Drows so Drows will now be near the Sarranids and Dwarves near the Nords which makes more sense equipment-wise.
- Necromancy no longer costs renown, but has a new system in which faction relations might be affected.

V.0.40 changelog:

- Fixed code for recruiting golems at the wizard's tower.
- Rebalanced magic by removing spell regeneration and increasing spell charges.
- Added iron golem models and textures.
- Rebalanced troops stats.
- Beefed up golems considerably.
- Fixed minor bug at the perform simple song enertainment menu.
- Added Flame Arrow spell and gave it to the appropriate troops.
- Added particle and light effects to static fireballs.
- Fixed some of the spellcasting sounds.
- Added more map icons and coded them accordingly.
- Moved the drow faction to another location so they aren't overwhelmed by dwarves and elves.
- Adjusted the Sun Blade texture.
- Rebalanced dwarven and drow shields.
- Made the Drow Stealth Sword and Drow Assassin's Sword available in shops.
- Rebalanced orc riders a little bit.
- Necromancer players will raise undead after every battle, based on the necromancy score. Take note that the troops raised will be only the lowest tier skeletons, zombies and shadows.
- Made shadows upgradeable.
- Made the silver sword more valuable.
- Added a point light effect to the Sun Blade and made it a little bit more powerful.
- Fixed the bug which caused fantasy faction lords to get weird names after changing factions.
- Reduced the interval in which the gauntlets of ogre power will be activated/deactivated.
- Added drow raiders to the random hostile parties.
- Added drow leather armor (basically a light leather reskin).
- Adjusted some materials.
- Fixed (hopefully) the issue of fantasy castle guards not fighting the player.
- Cloned some vanilla villages so the new faction villages aren't ugly empty places.
- Fixed a fantasy faction castle.
- Customized tournaments for the new fantasy cities. They will have their own troops and equipment combinations (the Wizard's Tower tournament is especially funky).
- Made free undead hostile towards the necromancers.
- Added a reinforcements script for the necromancer faction.
- Fantasy faction arena masters will be now visible.
- Made a recruitment path for the elven clerics.

and now some screenshots!








Credits:

guspav

Active contributors (sort of team-members, there is no actual, formal team) in no particular order:

LazySteve
zykox
Anonymous Contributor (didn't want his name published)
Kendoman
Somebody
helgersonl
Smurfinhell

and special thanks to the people who contributed with textures, music, models, OSPs,etc. :

Barf
Narf
Addonay
Sayd Ûthman
OSM-AM (labyrinth Hammer)
dejawolf
Andragorn
Jojjo
wanderer949
xenoargh
Spak
Baraban
Jik
SacredStoneHead
Dark Robin
Redface (http://www.deviantart.com/art/Battlemage-24181842) for the launcher picture
Hundred Years War Mod Team
The TLD team
SmurfInHell for his awesome beginner's guide
The Bear Force 2 team
The Floris Mod Team
The Taleworlds Modding Community

And last but not least the following forum members who have been extremely helpful: LazySteve, SmurfInHell, mercav, MasterChaosis



Some sound effects from http://www.freesfx.co.uk and soundbible.com

Installation instructions:
YOU'LL HAVE TO START A NEW GAME SO BACK-UP YOUR CHARACTERS FIRST
Download the file phantasy.7z
extract it using 7zip to your \Mount&Blade Warband\Modules folder
play!

Patch Installation instructions:
- Download the file Phantasy_07_to_0723.7z      <--- 2014 version, not compatible with 2018 updates
- Extract everything to your Warband\Modules\Phantasy folder when prompted to overwrite, say yes to all
- play!

Though it should be save compatible, some few features might be inactive or unchanged in an older save.



 
congrats with the release  :grin:
its a pretty nice mod especialy for a beta.
one question though every time i train from a necromancer village i get zombies instead of mummies.

sorry for my bad english.
 
sjoerddz said:
congrats with the release  :grin:
its a pretty nice mod especialy for a beta.
one question though every time i train from a necromancer village i get zombies instead of mummies.

sorry for my bad english.
You're probably not using the latest version.
Since version 0.45 mummies were introduced to the mod. If you're using version 0.4 or earlier zombies is all you'll get.
 
guspav said:
sjoerddz said:
congrats with the release  :grin:
its a pretty nice mod especialy for a beta.
one question though every time i train from a necromancer village i get zombies instead of mummies.

sorry for my bad english.
You're probably not using the latest version.
Since version 0.45 mummies were introduced to the mod. If you're using version 0.4 or earlier zombies is all you'll get.
alright thanks.
 
I'd love to help, I can make a few weapon models or something if you need. I'm not always available but I'll do my best to crank out some good models in a short amount of time. I really love D&D and this looks promising.
 
Guspav, you have intrigued me a lot.

Then now in Calradia will be also a bit of fantasy?

I agree, but with some advice:

as great fantasy tales, the magic need to be very, very limited. And, i adjoin, also new fantasy races must adjoin interest, not cover all the world.
With this in time, i will try to see your work, and give a my personal judgement about.

Hope you had used these things in mind, creating this new Calradia:smile:


 
Nik97 said:
If you know how many guys aren't this downloading becuase you need to register at nexus...
It's free and you can even give them a bogus email account, so what's the problem?  :razz:
 
Assasin_Nietsmmar
No comment, nowadays people can do nothing, You really haven't got winRAR, and can't unpack some folders to WB directory ? It's really not so hard to do.
 
VonTawast said:
Any thoughts about multiplayer?
I don't really play multiplayer much, but this might also come eventually.
WaffleBorn said:
I'd love to help, I can make a few weapon models or something if you need. I'm not always available but I'll do my best to crank out some good models in a short amount of time. I really love D&D and this looks promising.
That sound like a good offer. I still want to add some more magical items. If weapons is all you can make that's OK, how about a frost brand sword? Try to stay below 600 polys.

Ambrois LeGaillard said:
Guspav, you have intrigued me a lot.

Then now in Calradia will be also a bit of fantasy?

I agree, but with some advice:

as great fantasy tales, the magic need to be very, very limited. And, i adjoin, also new fantasy races must adjoin interest, not cover all the world.
With this in time, i will try to see your work, and give a my personal judgement about.

Hope you had used these things in mind, creating this new Calradia:smile:

Well magic is not all that uncommon in Calradia in this mod, but play it a bit and see how you like it :wink:

I hope you all enjoy the mod and I'll be waiting for some constructive criticism (so no *****ing and moaning).
 
Dean Beecham said:
Can not download it says owner has the download hidden, would love to give this mod a go,
Thanks.
Try again, the nexus sometimes does this kind of weird things.
I just tried it and it seems to work now.
 
Error
The site has run in to a problem, please look at the error message below...

This file cannot be downloaded while the owner has set it to hidden.

Note: this is not an error on the site; the owner of the file does not want people to see or download the file at this time. Please respect that.


same error message to all links!! what happend? :cry:
 
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