SP Native Fantasy Skilled Magic Calradia v.1.0.2 FINAL

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Skilled Magic Calradia v.1.0.2 Final by High_priest_of_Ru
for Mount and Blade: Warband 1.172

Huge and hardcore gameplay modification with many magic schools and spells, that offers experience of fights between large squads of opponents, which have mastered REALLY different magical and martial tactics.


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MAGIC REVIEW:
a. Arcane magic - create arcane rifts or manage ice and fire together without harming allies.
b. Elemental Artefaction - Air, Fire, Earth and Ice missiles.
c. Advanced Elemental Magic - deal damage to different areas.
d. Telekinesis - create and manage dancing weapon and damage far located opponents with melee hits.
e. Holy magic - heal all people around or harm evil beings.
f. Mental magic - turn NPC into state of fighting with each other or make them your servants.
g. Portal magic - teleport yourself or your opponents for short distance in battle at will.
h. Necromancy - summon great number of weak skeletons up to limit and sustain them.
i. Blood magic - stay near opponents to suck their blood or manage their and your blood.
j. Magic of Illusions - manage movement of opponents and allies and create illusions to fight by your side.
k. Energy Manipulation - use different energies to evoke self-defending effects without any artifact.


SCREENSHOTS:

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Magic tutorial.

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Magic academy scene.

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New particles of lightning.

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New particles of Antarctic Blast.

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New particles of portals.

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Squad of modern Earth mages with 2 teachers of Earth Magic Academy unleashes crushing force on bodies of Air mages and their mercenaries.

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New character window with different magic skills.

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Necromancers sustain skeletons when angels and priests kills them.
This caravan is almost destroyed. Very big collision of skeletons you see placed around couple of defending angels and single archangel.
Skeletons have bypassed angels on the flanks and without Holy magic' healing angels will die fast.


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All lords of Unholy Temple - Death Knights by the left, Lichs by the right and the hierophant in the center.

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One fifth of new Nord territory - Ireland.

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Atack of Dancing blades (controlled by Telekinesis)

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Portal mages.

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Ice Evoker (left) and Air artificer (right)

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1 rank Telekinesis mage.

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Air evokers defends a hill.

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Mental magic.

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All localities and one third of lords of new Swadia

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Mages-guards. From left to right - low rank earth artificer, high rank earth artificer, low rank earth evoker.

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All lords of Vaegir Tzardom.

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Blood mages. 5 different spells from 2 schools of Blood Magic are available.

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Mercenary mages value their staffs high.

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Description of one of classic mages' tools and high priest's armor.

TO AVOID AND FIX PROBLEMS:
If you have meet any problems:

Not necessarily, try to play first.

1. Use 4GB patch. Go to official site of Daniel Pistelli (https://ntcore.com/?page_id=371) and download his patch. Then choose mb_warband.exe file in your core M&B directory and patch this. If you are using wrong or cracked M&B version (non-approved), then patch all of them. This helps the game to use more RAM on x64 systems.
Will hurt pirate copies of Warband. Ahoy!

2. Cap corpses in game options or even set its number on 0. There are very much summons and very much soldiers in fights, that's why large amount of corpses can hurt weak PC.
Still it shouldn't, because all of items have LODs now.

3. Decrease graphic settings. Many new models are taken from Skyrim and Oblivion, and that will hurt weak PC.
They have LODs. But of you have steam PC, it will be hurted.

4. If any alied creature was affected by your magic (created, damaged etc.) and begins to gaze at you and follow you - create through holding F1 position for its army branch to hold. When there will be enemies near, the creature will fight them and forget about you.
These are just remorses, the engine tries to fill our soul with. soul with.

5. If the game crashes when you hitting enemy shield with Artefaction rod - make you sure you have Essence for the rod.
This is the engine issue, which will not be fixed as artificer really must have Essence ammo.

If these advice didn't helped, please, report any encountered bugs and crashes to me with private message on MODDB or on following e-mail:
[email protected]

CREDITS:
a. Core credits

Magic World by Pure Dark
Baldur Gate sounds of magic casting
Merlin's Magic Collection (New Age music)

b. Credits to authors of OSPs TES IV and weapon packs for Skyrim and Oblivion(all or almost all items are used).

Oblivion OSPs - by Nexxon, by Jojjo and by the authors' collective
Kearsage Magic Staves Pack for Skyrim
Defensive Staves v25d by Keersage for Skyrim (badly adopted and almost completely removed)
Macadamstreet Blesed magic staves pack for Skyrim
MC's Staff Pack for Skyrim
Crown Jewels by Khugan for Oblivion
Blue Glass Weapons by killover509 for Oblivion
Crystal Staves mod by css0101 for Oblivion
Crystal Staffs mod by Rinzei for Oblivion
DaggerCraftPackage mod by faxivcm for Skyrim
Trollf's Armamentarium: Staffs v1.0 for Oblivion
Coolman's Dagger Collection for Oblivion
Vanilla staff replacer by zymurgy65 for Oblivion

c. Credits to authors of different M&B OSP packs of items (as a rule i used a few items from each).

TLD Team for Saruman rod, rivendell robe
Some models from Unique Armoury 1.1 by Talak
OSP Indo-Persian Armor by drakharios
Pino Armors Pack OSP v1.2
Skeleton model by barf
LotR: Gondor Equipment by Turambar (only mail boots)
Battlefield Priests for Calradia by Yamabusi
Some models (lightning) and scripts from Betrayal at Calradia by HokieBT
Arabian Equipment OSP by dia151
Angels, demons and gargoyle from 战争之风:新纪元 元宵整合精简版发布 by 无面的无名氏
OSP Spak_Items by Spak
OSP Map Icons by Akosmo
Fantasy Scene Properties 1.1 by Adorno
Native Onehanded Crossbows by Maroon
Samurai armour set by SacredStoneHead
Perfectly Smooth, Mouse-Enabled Deathcam V1.4 by Zephilinox



CHANGELOG OF LAST UPDATE:

v.1.0.2 Final - AI damaging global ritual. Battle continues after player's death. Concentration nerf. More affordable Labs. Ritual magic' description is clearer. Enchantments update and extension. Complex Rituals extension and revision. Global Rituals revision and extension. Bugfixes. Balance changes.

1. Fixed grammar of several texts.
2. Concentration effect now applies 15% slow instead of 50%.
3. Fixed minor mistakes in description of some items and strings.
4. Now vampire High mages aren't counting like High mages when game decides, should you, lord or settlement make a contract with High mages unless there are 10 vampire High mages. The reason - if player kingdom have high vampire tolerance, it will forbid joining of high mages to lords' parties as vampires join parties at creation - before High mages, which have everyday check on joining.
5. Hints about High mages and Concentration are updated too.
6. Back alley revolt (revolt of citizens which don't wanna pay taxes), sally of besieged forces, attacking town center and attacking castle hall missions now have Portal and Time magic forbidden as they caused major bugs with opponents and mages jumping out of scene and unable to return to fight.
7. Added hint about blocked magic; also it will display message if player will try to cast spell when fighting inside halls and on the town streets.
8. Cost of Ritual magic Labs is lowered from 50 000 and 75 000 to 10 000 denars to allow player use it earlier as it is quite good way to acquire money and magic troops early, which is far less useful when he have over 50k denars (but still good for acquiring high rank magic troops).
9. Added Perfectly Smooth, Mouse-Enabled Deathcam V1.4 by Zephilinox. Now battle is going on even if player is dead in these missions: lead charge, attack bandits at village, village raid, battle inside castle, battle on the town streets, sally of besieged forces, sieges with belfry and ladders.
10. Ritual magic lines in camp and town menus can be viewed even without proper Labs in inventory.
11. Ritual magic - Enchantments spell artifact lists are updated. Added all High mages' and Archmages' artifacts.
12. Ritual magic - Enchantments is extended to aura armor artifacts. Player now can create almost all magic armor through menu of this ritual magic.
13. Ritual magic - Complex Rituals now have another branch of magic, that allows player to permanantly increase his attributes, if they are lower then 200. Cost of this operation is based of success chance and is unbelievable large (like over 100k denars of base potions value for 100% of +1, and this guarantee exchange available only at 10 skill rank of Complex Rituals)
14. Corrected description of Alchemy, Echnantments - spell artifacts, Enchantments - aura armor, Complex rituals - summons, Global rituals to be clearer. Now at craft screen player can see 5 lines, each of them have detailed list of ingredients for concrete circle. Number of circles is latinic now everywhere.
15. Complex rutials - summons now have beed revisen in numbers of required potions and numbers of creating creatures. Now basic cost of potions is a near +/- 50% of artifact's cost, and number of creatures based on their level - about 13 denars of basic value for level and twice more for heavily armored magic creatures (gargoyles, angels etc). It is still better to use magical artifacts to summon creatures as it is best way to spend looted artifacts, but now it really makes sense to summon some creatures with potions. Despite the fact that is is STILL expensive, gaining EXP compensates it.
16. Global Rituals are revisited in numbers of required potions. It is 2 different potions of the same circle as ritual required now.
17. Added Global Ritual of Elemental Fury. This is siege spell of 5th circle which deals damage to closest castle of town near to 7% of total strength. It lowers relations with settlement owner by 1 if it is above -10.
18. Lord parties are acquiring single Ritual mage 1 time per day and some time after he is unleashing his destructive magic upon closest enemy settlement, leaving the party in process.
19. Added hint about Ritual mages.
20. Added description to magic labs items.
21. Some of crafting and ritual recipes now include name of required artifact.

DOWNLOAD:
LAST VERSION FROM MODDB

FOR MAGIC AND FUN OF ALL OF US!

 
Last edited:
fladin said:
Wow,  a brand new mod for the original M&B !? DOWNLODING NOW  :shock:
Good luck

Thank you)

P.S. The main reason of creating the MOD for 1.011 instead of Warband is its engine, which gives opportunity to make really epic fights with complex trigger magic) Stability of original M&B is fantastic)
 
Version 0.8.8 has arrived.

6 new city-statelike magic factions,  7 new types of lords, 12 unique and expensive magic items.
Balance of magic schools, triggers change,  bugfixes, perfomance increase.

Read detailed changelod in the first topic, if you want.


New factions still waiting for better balance)
MAGIC IS WHAT I OFFER!!!
 
Version 0.8.9 has arrived.

This update includes some important changes in battle system and balance, you can read about it above.

The most ambiguous change is replacing all water on the map with plain. Unfortunately, passable water works very bad (the worst is that big number of ford textures isn't allowed by game engine and forces game to 'initialize map' forever) and leaves enough opportunity for lord parties to stuck in textures. I will seek for otherwise way to beat these stuckings, but decisions that already found cant solve this problem completely (even current way does not exclude stucking, but makes it very rare problem and cancel even it after loading the save).

Next update will include new balance changes. And, possibly, expand the retinue of lords by low number of strong bodyguards (the same way as courtiers).

P.S. If you know how to solve problem with stucking parties on global map on the border between river/ford/terrain, post a little advice, please.
 
High_priest_of_Ru said:
Version 0.8.9 has arrived.

This update includes some important changes in battle system and balance, you can read about it above.

The most ambiguous change is replacing all water on the map with plain. Unfortunately, passable water works very bad (the worst is that big number of ford textures isn't allowed by game engine and forces game to 'initialize map' forever) and leaves enough opportunity for lord parties to stuck in textures. I will seek for otherwise way to beat these stuckings, but decisions that already found cant solve this problem completely (even current way does not exclude stucking, but makes it very rare problem and cancel even it after loading the save).

Next update will include new balance changes. And, possibly, expand the retinue of lords by low number of strong bodyguards (the same way as courtiers).

P.S. If you know how to solve problem with stucking parties on global map on the border between river/ford/terrain, post a little advice, please.

To walk on water, at sea, use terrain type 15 (deep ocean), not terrain type 7 (ford/bridge). The coasts still need to have impassible sea tiles as these blend textures properly at the shore. To bridge these impassible sea tiles to walkable deep ocean use a few ford/bridge tiles as gateways.

To limit the number of ford/bridge tiles use plain tiles under bridge icons. Tweak them to hide the terrain under the bridge icon.

PS deep ocean is a paintable terrain in Thorgrim’s map editor.
 
NPC99 said:
High_priest_of_Ru said:
Version 0.8.9 has arrived.

This update includes some important changes in battle system and balance, you can read about it above.

The most ambiguous change is replacing all water on the map with plain. Unfortunately, passable water works very bad (the worst is that big number of ford textures isn't allowed by game engine and forces game to 'initialize map' forever) and leaves enough opportunity for lord parties to stuck in textures. I will seek for otherwise way to beat these stuckings, but decisions that already found cant solve this problem completely (even current way does not exclude stucking, but makes it very rare problem and cancel even it after loading the save).

Next update will include new balance changes. And, possibly, expand the retinue of lords by low number of strong bodyguards (the same way as courtiers).

P.S. If you know how to solve problem with stucking parties on global map on the border between river/ford/terrain, post a little advice, please.

To walk on water, at sea, use terrain type 15 (deep ocean), not terrain type 7 (ford/bridge). The coasts still need to have impassible sea tiles as these blend textures properly at the shore. To bridge these impassible sea tiles to walkable deep ocean use a few ford/bridge tiles as gateways.

To limit the number of ford/bridge tiles use plain tiles under bridge icons. Tweak them to hide the terrain under the bridge icon.

PS deep ocean is a paintable terrain in Thorgrim’s map editor.

Thanks for the advice. I will try to do something like that in next update. Hope it will repair these stuckings.
 
Version 0.9.1 has arrived.

This update is a great step to final release due to Global Concept of Lord Armies. Viva la magic!:smile:

Next update will include balance and perfomance changes alongside new sounds of magic casting and ingame music.

Possibly i will decrease number of current bandit parties and add some new types of bandit parties like vampires, knight orders ets.
 
v.0.9.2 has arrived.

Very, very and very important update it is guys. Magic system is MUCH more complex and interesting now.
It will embrace me for some weeks when i will not only enjoy new magic but find and fix bugs too.

Due to long existing without module system i have nice plan for 0.9.3 (consider this in next month).

What WILL be there:

1. New Archmagic.
Many spells which will be special for lords-masters of magic. They will require 10 or even 15 points in magic skills and will be unique (not only distance of hit, but will have complex effect). They will also auto-aim (right now archmages uses their magic quite strange.

2. New Age music style (hope i will do this))

3. Magic school of Illusion (will include Aura, summons and 1 target unique ranged attack).

4. Legendary Staffs. Unique things for player and bandit chiefs which will progressively give access to more complex magic spells based on current level of magic skill instead of 1 spell per artifact. Will

5. Towns will spawn patrols, rebels and vampires. They will fight with each other. Trivial bandits, i guess, will be deleted or their number will be greatly decreased (probably they will be rebels. Hm. Nice idea.)

6. Probably i will cut unnecessary regions of map at last)
 
Skilled Magic Calradia v.0.9.3 has arrived.

NEW DIVERSE MAP: New map with up to 500 parties of bandits and 480 patrols! Unique bandit and patrol leaders. New music. Visual theme a bit changed. Legendary staffs, background for them. Quests for 2 magic backgrounds. Bugfixes, performance increase.



Illusion magic is postpinned to next versions as well as Archmagic' change due to enough number of changes in this version and the problem with development of new magic attack.

Additional plans:

1. Quest system for mages, which have background of testimonial or archmage's apprentice.
2. Additional spells and enchantments.
 
v.0.9.4 released.
So i am keeping work in several different directions.

Next updates will include:

1. Illusion magic school (truly, its need only time to make spells and adopt staffs).
2. Quest system for mages (not even close).
3. Continuing work on Archmagic, including new spells and Archmages among lords of medieval factions(as well as Illusion - need time).
4. A few new Auras and, ofc, balance changes and performance increase.

Enjoy magic arts, guys)
 
Awsome mod and keep up the good work and all that but there is an anoying problem, hte cursor is invisible.
From what i gathered you tried to use a custom cursor and failed, so the only fix i know is to delete it and let warband use the native one. im using an unlocked non  cracked version with all the stuff you pointed out.
 
zecond said:
Awsome mod and keep up the good work and all that but there is an anoying problem, hte cursor is invisible.
From what i gathered you tried to use a custom cursor and failed, so the only fix i know is to delete it and let warband use the native one. im using an unlocked non  cracked version with all the stuff you pointed out.

Thanks for feedback and your opinion:smile: Glad that someone enjoys magic in Calradia)

I will return to default cursor in 0.9.5, thanks for this report.

P.S. IDK why, but on my M&B this cursor works. It is absolute copy of default one with different colors. But ok, this is second report about invisible cursor.
 
Another anoyance I have found is one of the animaations for one and two handed weapons, the twirling one where you spin the weapon several times and do normal damage, its quite long and uselesss without any bonuses and ive lost more duels than i can count thanks to it, it makes short polearms a lot more usefull than before.

P.S- do you have a place where you can post problems or is it all here?
 
zecond said:
Another anoyance I have found is one of the animaations for one and two handed weapons, the twirling one where you spin the weapon several times and do normal damage, its quite long and uselesss without any bonuses and ive lost more duels than i can count thanks to it, it makes short polearms a lot more usefull than before.

P.S- do you have a place where you can post problems or is it all here?

This place is right here, it good for bugs)

What about animation - yes, to avoid death you should momentarily break this animation by pressing block button^) This is nice feature for hardcore gameplay, as well as other animations from MAXHARDMAN)

I consider, that such features can avoid very boring fight versus AI when you should imitate attack and immediately change the direction to guarantee hit your opponents. Probably - not sure and not soon as i am focusing now on very complex magic changes - i will made specially animation for each type of weapon - animation of wrong "show off" strike as a feature to make melee fight harder. If my memory serves me right, current spinning "show off" is only for smashing down strike.

And yes, you are right - i am working on improving effectiveness of polearms as well as ranged weapon. Ranged weapon is good now (i am playing blood mage right now and carrying the crossbow for massively armored opponents due to low damage of blood magic), and polearms are to the way of greatness.

So its not a bug - it is a feature)


Big thanks to feedback, its interesting for me to hear opinion of community^) You may be sure - i will count your opinion in next stages of development, and, probably, these animations will not be used after reaching 300 points of weapon skill (in future updates).
 
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