So,
Version 1.05 "The Achaemenid Empire Strikes back" is out. You can get it here:
https://forums.taleworlds.com/index.php?topic=326029.msg7699179#msg7699179
The ModDB has still the 1.04 version, I will upload 1.05 when my Internet agrees.
CHANGELOG
-More than 50 new items, including helmets, armours, muscled cuirasses(made by Lionstrong, shields, weapons etc.
-Completely new face and body models.
-Added a couple more of hairstyles and beards.
-Made and added a lot of new linothorakes.
-Made and added 6 peltast shields, of the classic 'crescent moon' design.
-Changes made to troops, so that they use the aforementioned new items.
-Took care of the items that didn't exist then, like the maize, replacing with other proper items.
-Added a lot for the Persians. I felt they were a bit neglected in terms of items, so I added more for them. Clothes, shields and armours etc. Following
Hertog Jan's suggestion, I went ahead and retextured some native models that now suit the mod without being 'medieval' looking.
-New troops, for mercenaries, Persians, and some Greeks.
-Changed ALL the hoplon shields. Lionstrong sent me an update hoplon model for my big mod, with better shape and great normal and specular maps, so I used it as a base for the shields. The old model didn't have anything wrong, but the new one is more crisp and clear. The shield decorations and designs are the same, plus some new ones.
-Re-equipped the bandits, no more tons of hoplon shields available for mere bandits or out of place items.
-An expiremental change: the horses. As
arosenberger14 reported, cavalry was still pretty strong. My idea for the mod, originally, was that cavalry was to act as scouts/light cavalry, than the heavy destructive force. Persian heavies excluded, of course. But they still were pretty strong. So, what I did was to change not the soldiers, but the horses. For this version, the horses are easier to kill, they don't have any armour value, except the persian war mare with the lamellar armour on(a saddle isn't protection, so I don't think it justifies a 15 armour rating) and a bit less easier to handle, a bit less like vehicles. But, they have higher charge values. I mean, if a horse came straight onto you and trampled you, would you be all well and fine, especially if you wore
very light armour, like the peltasts? I don't think so. So, phalanxes now are a no-go for full frontal charges with the horse, you can be taken out pretty easily. On the other hand, if the cavalry finds alone men and especially lightly armoured ones, they have the upper hand, due to momentum and speed. We'll see if it is a good change.
-Also, while the custom armours that can be worn as accessories was a good idea, the execution was bad, leading to exploitation. I am working on how to get around it, but if I am unsuccessful, prepare to see something else in their place.
Now, two updates, which I consider important:
a) For some time, when I had confirmation that this version is pretty stable, I will leave the mod as it is. I found a way to reclaim some of the module system files, but not all in order to make ground breaking changes. I think I can complete a module system, but when I have time. So, I will move it a bit further in the priorities list.
b) About the big mod, "Conquestum et Sanguinem", I was working slowly, but steadily. Now, I have finished with most of the items and with about 40% of the troops(there are already 22 factions in the mod, with a standard and a unique troop tree each, let alone lords, ladies and merchants, so we're talking about A LOT of troops). Currently, I am working on the Seleucids, faction number 14 out of 22. One of these days I will make a thread for the mod, with screenshots, proper info and regular updates. I should again thank phlpp, author of Gekokujo mod, who very graciously allowed me to use parts of Gekokujo source code. It made my life a great deal easier and sped things up amazingly. Not to mention all the cool features I found and learned, like unique locations, new quests and such. So, thanks!