[S] Litus

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bunnyhop

Sergeant
Litus is a module designed to enhance gameplay and features of the warband expansion of Mount & Blade.  It includes improved siege scenes, new armour textures, new items, faction balancing and a lot more fun!


Installation Instructions:

Simply unzip the file and copy the folder into your Modules/ directory of your warband installation.  Then you select Litus as the module of choice in the title screen.

Upcoming Improvements currently in development:
See our "In development thread"

Full features currently in game:

Full feature list (as of 0.71):
- All factions have new expanded troop trees
- Many factions have unique faction specific armours with unique textures
- Schools and Mills give faster regular recurring benefits
- Your army continues to fight even when you've been knocked out
- Cattle Follows your party instead of runs and is faster moving
- Goods merchants have 6X the maximum gold they used to be able to have
- Treasure loot from pillaging and fighting available to better finance armies through war
- Troop wages reduced and leadership cuts wages even more
- Bandits join together against you
- Village Elders can be accessed from the Village Menu
- Tavern Keepers buy prisoners
- Some of the tutorial popups in the game are disabled
- Some spearmen now have the ability to thrust their spears while still using their shield to block in a more realistic fashion
- Various modifications to how arrows and bolts work
- Both players and NPCs have larger available armies
- Looters have shirts!
- A ton of new banners to use
- Kings give a lot more money when refusing to give you a captured fief
- Bandits spawn more often, can have more in a party at a given time and more of them can be up at a time
- Improved World Texture
- Tournament bet amounts adjusted
- Village Improvements build faster and cost less.  Engineering helps even more in this regard
- Villages can offer up to 15 recruits per visit per day
- Horse charge damage increased
- Leadership produces more morale for larger available armies

Recent Changelog:

0.9 -
* This release will require a new savegame *

New features:
- Villages can now have Barracks built in them.  Barracks will allow automated reinforcements to be sent to their attached town

New content:
- Khergits now are fully equipped with new unique armours
- Some Nords now have new armours

Bug Fixes/Balance Updates:
- Khergit horse archer troops now all have boots commissioned to them
- Gold Mail Barded Warhorse now has appropriate hitpoints.
- Swadian AI now can receive a wider array of reinforcements in their armies and cities
- Hired blades are no longer flagged to be considered cavalry

0.82 -May 5, 2010
* This release is compatible with 0.8+ savegames *

Bug Fixes/Balance Updates:
- Removes the morale system so troops now decide to fight/flee based on the native Warband Rout system

0.81 - May 4, 2010
* This release is compatible with 0.8+ savegames *

Bug Fixes/Balance Updates:
- Game will now automatically reinforce player towns/villages as well
- Sieges will now continue even if you get knocked out as long as you still have a standing army
- Companion dialog will no longer freeze up after recruiting troops for you

0.8 - May 3, 2010
* This release requires a new save game *

New Features:

- You should be able to join a battle on whatever side you wish regardless of current relationship with the parties - Castle/Town garrisons should now autoreplenish based on recruits available from surrounding villages (these recruits will appear on the map and can be stopped/killed if desired)
- Can now import/export companions from the camp menu
- You can now ask companions to buy recruits for you
- Player troops now start off a battle on "Hold Position" rather than charge
- Basic initial formation setup in camp menu
- Formations have been added to the game
- Basic morale script in game
- New launch menu graphic

New Content:
- Unique Sarranid equipment has been added
- New horses, horse textures and modifiers.
- New improved siege scene for Sargoth is in game.  Please check it out and let us know your thoughts.

Bug Fixes/Balance Updates:
- Lord capture rates from battle has been fixed
- Lord escape rates from castles/towns has been fixed
- Companion interaction/complaints should be disabled again (testing)
- Tournament bets are now all fixed (confirmed)
- Getting knocked out in a village should still allow a victory if your army eliminates your opponents
- Tournaments now award 2,000g for winning (not including any bet winnings) and 50 renown
- Tournament wagers now show the proper amounts you're betting (ie it was saying bet 100 denars when you were in fact betting 1000 and some similar issues)
- All arrow/bolt modifiers should actually apply a bonus (or penalty) instead of just a nifty name
- Falchions now have some additional types that can drop
- Barbed arrows give a bonus against shields again
- Arrow damage has been slightly tweaked
- Bandit party minimum size has been slightly increased, maximum size and total # of parties has been decreased.
- Many spearmen have had their equipment reconfigured to ensure they are using spears
- Troops missing equipment have now been issued some
- Dialog for selling prisoners to tavernkeepers is disabled...looks like a bug with the 1.113 mod kit

Known Bugs:
- Siege knockouts will still result in a defeat.
- Slave traders pricing for prisoners seems broken, I'd suggest ONLY using ransom brokers for now
- Automated garrisoning may not be working for player controlled cities.  Still investigating.
- There are some issues with requesting troop recruiting from companions.  We are both cleaning up some menu things and implementing a limit to prevent them from being an unlimited recruiter for you.

Full changelog can be found in the download

Download Link:
This module is tested SOLELY in Warband.  I wouldn't recommend using it for a native installation

Link Download Latest Version
0.81 patch:0.8 -> 0.82 update

This module is optimized for Warband version 1.113 - We cannot offer support for those using lower versions

Formation Controls:

J - Form ranks (inf/archers in line, cav in wedge)
K - Form wedge
P - Line formation
U - Unset Formation

Team Members:
Bunnyhop: Head coder (co-author)
Wei.Xiadi: Head designer (co-author)
Sahran: Senior Researcher/Conceptualizer
Skurcey: Assistant Designer/Modeller
Jlgx50: Weapons and Helms
Flower: Weapons

Contributors:
Berserker_Pride: Big props to this guy - he's helped us with models, weapons and general feedback.
wanderer292: For giving us permission to use the More Horses/War-Horses mod.
Korpah: Scene Editor (scenes not yet implemented)
Janus: Warband Installer System

Additional Contributions:
- This module uses the great graphical banners from the Better Banners Mod
- This module uses the great More Horses/War-Horses Mod
- This module uses codes from the Custom Command Mod (with permission from Rubik)

Signatures

Banner 01.
Sig01-1.jpg

Code:
[url=http://forums.taleworlds.com/index.php/board,166.0.html][IMG]http://i893.photobucket.com/albums/ac136/WeiXiadi/Warband/Sig01-1.jpg[/IMG][/url]
Banner 02.
Sig02-1.jpg

Code:
[url=http://forums.taleworlds.com/index.php/board,166.0.html][IMG]http://i893.photobucket.com/albums/ac136/WeiXiadi/Warband/Sig02-1.jpg[/IMG][/url]
Banner 03.
Sig03.jpg

Code:
[url=http://forums.taleworlds.com/index.php/board,166.0.html][IMG]http://i893.photobucket.com/albums/ac136/WeiXiadi/Warband/Sig03.jpg[/IMG][/url]
Banner 04.
Sig04.jpg

Code:
[url=http://forums.taleworlds.com/index.php/board,166.0.html][IMG]http://i893.photobucket.com/albums/ac136/WeiXiadi/Warband/Sig04.jpg[/IMG][/url]
Banner 05.
litsig4.jpg

Code:
[url=http://forums.taleworlds.com/index.php/board,166.0.html][IMG]http://img.photobucket.com/albums/v157/thiefmanji/litsig4.jpg[/IMG][/url]
Banner 06.
litsig3.jpg

Code:
[url=http://forums.taleworlds.com/index.php/board,166.0.html][IMG]http://img.photobucket.com/albums/v157/thiefmanji/litsig3.jpg[/IMG][/url]
Banner 07.
litsig5.jpg

Code:
[url=http://forums.taleworlds.com/index.php/board,166.0.html][IMG]http://img.photobucket.com/albums/v157/thiefmanji/litsig5.jpg[/IMG][/url]
Banner 08.
litsig2.jpg

Code:
[url=http://forums.taleworlds.com/index.php/board,166.0.html][IMG]http://img.photobucket.com/albums/v157/thiefmanji/litsig2.jpg[/IMG][/url]
Banner 09.
litsig1.jpg

Code:
[url=http://forums.taleworlds.com/index.php/board,166.0.html][IMG]http://img.photobucket.com/albums/v157/thiefmanji/litsig1.jpg[/IMG][/url]

There have been some reports of crashing while using Windows 7.  Compatibility mode of XP SP2 or SP3 seems to help most people
 
Can I remind people that suggestions go to the Suggestions thread.  Leave this thread for lesser things such as 'thanks' 'etc etc'

I'll look into your suggestions shortly when I forward them over to the atcual suggestions area.
 
Tutt62 said:
I ask again, how do you use the new formations?o.0

J - Form ranks (inf/archers in line, cav in wedge)
K - Form wedge
P - Line formation
U - Unset Formation

You can also go into a menu when the world map is up and alter the starting 'issued orders' at the moment there are only 2 codded starting formations.  the standard infantry ahead of cav/archers and theres also a 'line' where archers move forward, cavalry move back - archers stay in the middle.
 
galactic bum said:
rebelknight said:
Stupid question.

I own the game on Steam and can't find the module folder to put Litus in. any help?

look in Program Files\Steam\steammapps

found it.

Also second question, none of these change affect native right? so if litus broke up it wont break native right?

This will be the first mods i ever download for a game.... so Litus you made a good work!
I fully support you.
 
rebelknight said:
galactic bum said:
rebelknight said:
Stupid question.

I own the game on Steam and can't find the module folder to put Litus in. any help?

look in Program Files\Steam\steammapps

found it.

Also second question, none of these change affect native right? so if litus broke up it wont break native right?

This will be the first mods i ever download for a game.... so Litus you made a good work!
I fully support you.

Thank you very much. ^^  and no, none of the changes present in Litus affect Native game-play. ^^ so you can go back to native whenever you want. :smile:
 
rebelknight said:
Did you change the battle sizer? or it is still 150?

And i guess you kept the current map  :grin:

1.0 might introduce the beginnings of a new map, but its unlikely given our time management skills xD

Our mapper is busy so, we're sort of 'stuck' waiting around.  fun fun fun.
 
i read the list of things that add in this mods. I must said this is a great mods, and u make the game more interesting. But i have a few question, because i havent download it yet just want to make sure before i download it.

I read before there is a list that tell u something like make the mamluke not dominating the battle. I dont know if its being ask before, but i havent seeing it being ask or being explain yet. What kind of changes that u do in this mods on balancing the mamluke? i just need to check up before i download it, and i think it will be very useful information on others. And afterall i use Sarranid faction in cavalary, mixing it with rhodok sharpshooter and sergeant to make sure my castle save (sharpshooter in my experience kills more then sarranid master archer but cost less, and so the seargent comparing to sarranid guard).

thanks.
 
taking out the unfortunate 0.82, I haven't had a single crash with Litus and I am playing this from the very early stages of the mod (0.5 or something).
 
1.0 won't be released for at least another week.  0.9 is stable enough to play though so just enjoy that a little whilst we build the 1.0 release, which will be a massive improvement on 0.9.
 
e_smile said:
i think 1.0 will be so good but when you will release it 7 days you havent release anything
Hey, U want them to meka quick  mod or a good mode? 1.0 seems to be the first oficial release so it must be done very perfect and for that, uor Litus Team must have some time... They're just people U know:wink: Be patient...I'm assure U its worth the wait.
 
Haine said:
Does Litus still crash at the game loadup? I couldn't get pass the ini load.

I cant get past the Ini loadup either i recieve an RGL error thats says "Unable to open file:  CommonRes\weapon_meshes_e.brf"

If anyone could help me out it would be great, as i played the 0.7 then recently installed the latest version and cant play it anymore =(

Ive Re-downloaded and installed the mod twice so i dont think its a corrupt file or something
 
Allo1010 said:
Haine said:
Does Litus still crash at the game loadup? I couldn't get pass the ini load.

I cant get past the Ini loadup either i recieve an RGL error thats says "Unable to open file:  CommonRes\weapon_meshes_e.brf"

If anyone could help me out it would be great, as i played the 0.7 then recently installed the latest version and cant play it anymore =(

Ive Re-downloaded and installed the mod twice so i dont think its a corrupt file or something

Its a problem with your latest TaleWorlds patch.  Delete Litus 0.9.  Reinstall the LATEST Warband patch which is Version 1.113 and then reinstall Litus Mod 0.9 and the problem will go away.

A lot of people are having issues with the latest Warband patch.  But I can assure you that the commonres error is not related to Litus.  :smile:

I hope this fixes your problem.
 
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