[S] A New Dawn

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Sergeant Knight at Arms
A New Dawn - v0.61 (requires at least v1.157)

Download links : http://www.nexusmods.com/mbwarband/mods/5939/?

Patch 0.6 (not savegame compatible) : http://www.moddb.com/mods/a-new-dawn1/downloads/a-new-dawn-patch-06

changelog :

New features and balance changes

- Nearly 150 new music tracks!- New main menu and loading screen.
- The lower difficulty option now reduces the speed of hostile parties for the first month.
- Considerably increased the gold earned from rents, tournaments, arena, quests, enterprises and being a mercenary.
- Greatly reduced the time required to construct buildings.
- Merchants have now got more gold.
- Wounded agents may now lose blood (and therefore hp) over time. First aid skill helps countering that.
- Wounded agents now deal less damage, are slower and less accurate. Ironflesh and First aid reduce these penalties for heroes.
- Invading faction armies now get an autocalc penalties and their lords have slightly smaller armies.
- Ranged weapons are now slightly less accurate and deal less damage (their stats haven't been changed, instead the agents themselves get a malus in battle)
- Battlefields are now flatter.
- Added 2 new shields for low tier troops.

Bug fixes

- Optimized some world map triggers, which should reduce the world map lag.
- Finally fixed the extra hp granted to the player in battles (your hp bar will no longer show as full even when it isn't and you won't lose hp after a battle anymore).
- Fixed the flora_kinds file - You should no longer see trees that look way too bright.
- Fixed the butter bug when looting villages.
- Fixed a bug with the eloped girl quest that prevented the guests from spawning.
- Fixed a bug that prevented recruiters from recruiting minor faction troops.
- Fixed the bug that made lords hirable like mercenaries after helping them in battle.


Thanks to these composers for their awesome music !

Derek Fiechter https://www.youtube.com/user/dfiechter2
Brandon https://www.youtube.com/channel/UCLLnIcQll56hJ89dDin4UcA
Adrian von Ziegler https://www.youtube.com/user/AdrianvonZiegler
Jeff van Dyck Jeffvandyck.fr
General Union

Patch 0.6.1 (savegame compatible, requires v0.6) : http://www.nexusmods.com/mbwarband/mods/5939/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmbwarband%2Fajax%2Fmodfiles%2F%3Fid%3D5939&pUp=1

changelog :

- Fixed the drop rate of the juggernaut's armor
- Nerfed the Kolkar in several ways. The armies of their lords are smaller, the required player level to trigger their invasion has been increased and the troops have got less power strike and ironflesh.

Note : As the mod has just been released, there might still be bugs or balance issues. Don't hesitate to report them.

Welcome to A New Dawn!

The goal of this mod is to considerably improve the Native game, through the use of Floris Mod Pack as a base, which is already a great improvement. Key changes are :

  • A much more active world, with dozens of new parties and factions fighting each other on the map.
  • Bigger parties and armies, which also makes the game harder, especially at the beggining.
  • 3000 new and high quality items.
  • Rebalanced item stats and skills. Armor is now much more protective, but also weighs more.
  • 500 new troops and a much wider troop tree. Each faction has several types of troops which all fill a specific role.
  • 11 new minor factions that roam the world. All of them can form armies and attempt to take a castle. If they succeed, a new faction will be formed and behave like the regular ones. There can thus be up to 17 factions at the same time (although such a high number is very unlikely). 12 new castle have also been added.


Detailed features


  • Hit points have been increased for all troops (the player and his companions get increased hit points during battle, which aren't visible on their character sheet). Ironflesh gives 3 extra hp per skill level during battle for both the player and his companions.
  • Armor protection and weight values have been increased. In addition to that, troops that use light armor get high agility and athletics values while heavily armored troops usually get very low values. This makes heavy troops much more resilient than before, but also much slower, especially compared to lighter soldiers.
  • Crossbows take more time to reload but also deal more damage, in order to differentiate them a bit more from bows. The penetration rate against shields has also been increased and repeating crossbows (which deal lower damage) have been added.
  • Pike weapons have lost the overhead attack. This makes bots using them much more effective in groups, especially cavalry.
  • The charge damage of armored horses has been significantly increased. Wounded horses move more slowly. Camels and elephants have been added!
  • Troops are now more likely to flee when the battle is about to be lost.
  • Formations can be used by both the player and the AI. Possible formations include wedge, square and shield wall.
  • The size of the battlefields has been increased significantly for large battles (more than 100 soldiers involved). This leaves much more space for deployment and should hopefully make strategy more important as more tactics become viable. New orders (like skirmishing) are also available.
      Troop Trees

  • Troops have now got 3000 new high quality items to choose from. Low and middle tier troops tend to spawn with varied gear in order to reduce uniformity, while elite troops usually use have uniformized equipment.
  • Each major faction has now got 8 tiers of troops. The price and training time of these troops have been balanced in such a way that fielding a big army of elite troops is almost impossible economically wise, as top tier soldiers cost several hundreds of denars a week. Instead, the player should choose between a small army of high quality troops, a medium size army of decent quality soldiers or a horde of chaff. Leadership and charisma now grant a higher increase in party size.
  • Major factions specialize in 4 different types of troops which go up to T7 (only one of them reaches T:cool: and 6 types for T4 and T5. Each faction still has its own specialty (nords use almost no cavalry while khergits have very little infantry) but can choose between several roles - defensive (shield) and offensive (2 handed weapon) infantry for example. Dedicated anti-cavalry troops such as pikemen or hybrids (infantry / archer) now exist.
  • Mercenaries have got their own troop tree, which isn't much bigger than the native one. However, there are a lot of mercenaries that can't be acquired through an upgrade and must instead be recruited in taverns or from prisoner stacks.
  • Minor factions have got their own troop tree, albeit much smaller.
  • Some AI lords get their own retinue of special troops. Kings always get a special retinue of royal guards and the lord of certain towns will get a special retinue.[/*]
  • Troop trees can be viewed in game or in the screenshots section.
Minor Factions and World Map

  • About 20 new factions have been added on the world map, each of which spawns its own parties and fights most other factions. The map is now much more active than in native, with battles going on pretty much everywhere. Some of these parties will be very tough to handle in the early game - the player must therefore avoid them and target weaker parties instead, or join forces with another party.
  • Attacking or helping parties will decrease or increase your relation with their faction.
  • Mercenaries roam the map as well, attacking pretty much everyone (including other mercenary parties). Both the player and the AI can hire them, making them follow their new master for at least a week. They may still switch sides if the price is high enough, though. There are 3 mercenary unique spawns that may similarly be hired, although the price becomes very high.
  • Most of these factions will sometimes spawn armies. These armies will wander around the map, sometimes looting a village. They may also siege a castle or a town which, if successful, will change the minor faction to a "real" faction, behaving exactly like the 6 regular factions (kings, lords and ladies will spawn). This makes the world much more dynamic and every game unique. You may even ally with one of these minor kingdoms and try to lead it to world dominance!
  • 12 new castles (2 for each faction) have been added to defend choke points and to provide more space for the new factions to develop.
  • Lords now have a pathfinding skill, making them much faster than before and able to catch or escape from the player. Most parties get a speed boost equivalent to the pathfinding skill. The player can no longer expect to be faster than everyone thanks to his pathfinding skill.
      Diplomacy 4.3

  As a vassal
  • Persuasion attempts to convince your king to start a war
  • Appoint a chamberlain, who will decrease tax inefficiency by 10% and gives you the ability to set tax rates.  Taxes also have an effect on center relation and prosperity. In addition he will take care of paying wages and collecting income as well as giving you the possibility to secure your money
  • Let your companions pick items from the chamberlain item pool (autoloot)
  • Appoint a constable who recruits and trains troops and provides information about garrisons and troops of lords
  • Send patrols to important locations
  • Appoint a chancellor who sends gifts and messengers to other lords
  • Village and town riots may occure if the people hate you and have to pay high tax rates. Counter them or negotiate with the leader.
  • Pay staff salary
  • Troops will start running away if you go into debts (this also applies to garrisons)
  • Return fiefs to your king, he won't like this, though
  • Move your residence (via spouse)
  • Negotiate Mid-siege surrender/walk-out terms if defending your own keeps and towns
  • Affiliate to families
  • Send scouts to settlements
  • Pay to avoid defeat
  As king
  • Threaten other kingdoms with war and try to squeeze money out of them
  • If a faction sues for peace you will have the option to set terms
  • Possiblity to send a gift to another faction (fief or money)
  • Send a spy to another kingdom
  • Form an alliance, conclude a defensive pact, sign a trade agreement or conclude a non-aggression treaty with another faction.
  • Change the domnestic policy of your kingdom. Choose between Centralization/Decentralization, Aristocracy/Plutocracy, Serfdom/Free subjects, Quality/Quantity which affects trade income, vassals armies size, AI army strength, relation between king and vassals as well as tax inefficiency
  • When asking for a truce you will get the option to pay and/or give fiefs to conclude a truce.
  • If another faction recognizes you as king you will have the option to ask for help against your enemy and in certain circumstances support the decision by paying money
  • Choose your faction culture so all your lords will recruit the same type of troops
  • Exchange or release your (own) prisoners
  • Distribute spoils of war after you conquered a town or castle
  • Send emissaries to persuade lords to join your kingdom

Custom Commander

  • Choose an npc instead of the player to lead the battle
  • Autoloot
  • Auto-selling system
  • Increased speed for a short time when leaving soldiers behind when fleeing
  • Extra experience based on your intelligence
  • Mystic merchants where you can buy items without knowing the prefix
  • Custom camera for battles
  • Check ingame the effect of a prefix on an item
  • Many mod options in camp menu
  • Recruit troops for your own towns and castles
  • Change the faction colours
  • Show shot distance on screen
  • Show next pay day in report menu
  • Custom troops


  • New tournament system (thanks to Windyplains)
  • Cinematic compilation (graphic and sound enhancement)
  • Sea travel and battle (a ship needs to be bought first)
  • Color coded messages for a more organized feeling
  • Bridge battles
  • The ability to duel your own troops or even lords
  • Custom names for each NPC (guild masters, armorers...) for more immersion
  • Random events, like prisoners escaping from their dungeon or deserting from their lord's army
  • New quests
  • New NPCs in taverns to make them feel more alive
  • Detailed report of the casualties inflicted by each soldier at the end of every battle
  • Higher morale penalty for killing troops of the same faction (except for mercenaries)
  • New banners
  • Lords can be taken prisoner by non-kingdom parties (like bandits)
  • New music
  • Freelancer mod, allowing you to join a lord's party as a soldier
  • 6 new companions
  • Improved battle AI
  • New buildings that allow you to improve your troops' stats in battle (hit points, damage...)
  • A new building (training academy) that lets you upgrade your troops.
  • New presentations for character creation, factions, reports and companions overview
  • Unique titles for the lords of every faction depending on their best fief (town, castle, etc...)
  • New icons on the world map for each faction's lords as well as minor factions

Screenshots (more available on the download page)
















Troop trees of the major factions








Thanks a lot to all of you - without this awesome community, I wouldn't have been able to make this mod.

In particular :

Taleworlds for their awesome game
The Floris Mod Pack team (this mod uses it as a baseline)

In no particular order :

Final Boss http://forum.melee.org/suggestions-corner/new-heirloom-models-(and-web-gui)/
16th century team
Jan Tuma
CD Projekt
Gothic Knight
Papa Lazarou
Albertus Magnus
Slawomir of Aaarrghh
The Last Days team

Have fun :smile:
Based on what I've read and once I saw those pictures... Downloading right away :grin:
Hope you like it!

OmegaWolfy said:
Just a quick question on whether tweakmb can be used with this mod. If not, oh well great mod anyways :smile:

TweakMB needs to be adapted for every mod, but you should still be able to use some tweaks by loading the Floris Mod Pack 2.54 Expanded tweak database, as the mod is based on that version of Floris. I haven't tested it fully though, so you should keep a backup just in case something goes wrong.
I'd like to have some feedback on the early game difficulty. I've intended it to be much harder than in native by making enemy parties bigger and adding fast or powerful ones, but it might be too much. Do you find it too hard?

Most unique spawns are very tough as well, although you're not supposed to fight them alone and should bring at least a few vassals with you.
my troops and the bandits in the first mission, switched sides!
I got attacked by my guys while the kidnappers stood with me!

oh Wait... I switched sides???!!!!

I seem to have spawned multiple times!
yeah I met my doubleganger! OVER 5 TIMES NOW!

anyways, brilliant mod, enjoying everything so far
matmohair1 said:
my troops and the bandits in the first mission, switched sides!
I got attacked by my guys while the kidnappers stood with me!

oh Wait... I switched sides???!!!!

I seem to have spawned multiple times!
yeah I met my doubleganger! OVER 5 TIMES NOW!

Another player told me about this bug, but unfortunately I haven't been able to reproduce it yet.

Could you tell me the starting faction and any additional info you may find useful?
matmohair1 said:
I keep getting random CTDs every time I play as  Khergit
when I interact with towns or other armies

That's strange... I've tested khergits several times and haven't had any crash with them. What error message do you get?

Regarding the starting quest bug, I may have an idea. Do bots called "robber" sometimes spawn for you?
doublejsam1 said:
Is it possible for you to make a new download link? its downloading at 68kb/s although I have a decent download speed on steam at 10mb/s

It is! https://mega.co.nz/#!eMt3jbLT!a6sTfis4fSrSW90hT0SSroXt3lxUEJcv_eKP8gE6a3o

I've updated the original post with this link as well.
Deathwhisper said:
doublejsam1 said:
Is it possible for you to make a new download link? its downloading at 68kb/s although I have a decent download speed on steam at 10mb/s

It is! https://mega.co.nz/#!eMt3jbLT!a6sTfis4fSrSW90hT0SSroXt3lxUEJcv_eKP8gE6a3o

I've updated the original post with this link as well.
Thanks! Did'nt expect a respond that fast!
matmohair1 said:
well there are robbers, scum and thieves among them,
but I seem to be spawning on their side

v0.5.1 has been released, it should (hopefully) fix this bug as well as another one that affected the strength and agility stats of some troops (mostly sarranids).

The link : https://mega.co.nz/#!mcN3HAAQ!zs3llbZUiDwyC-PDhsk55yfpACFSsApeu1SpwPy2BtE
Beautiful mod, it actually feels like I'm not the only ambitious guy around, but there are many others like me on the map who are landless but also will try their best to attain their fame and fortune and compete with me :grin:.
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