- Greetings fellow vWarband players, and welcome to:
Warband: Total Realism, 1148 A.D.
Image by Kamikazuh
If I were to summarize the aims of this mod in one quick paragraph I'd say that while Mount & Blade certainly tries to simulate reality, and draws many of its faction ideas and micro systems from reality, it is quite far from that reality in terms of settings. We see that Mount & Blade is set in a fictional land of Calradia, with these interesting factions that mimic fusions between cultures like something out of a fiction novel. This is great. To have a fictional world based on reality is great. But in my opinion, the game would be as fun if it were to actually mimic reality and history. This mod aims to put you in an era of great misfortune that spans from Eastern Iraq, to the Iberian Peninsula. The Mod will try to bring to life most of the factions present at the time, and since 1148 is a date of great significance, everything can change and all factors are intertwined.
More on features of the mod and what I will aim to create later, but for now it’s very important that you read this:
Time and Settings:
1148 A.D. ,
The Second Crusade.
Louis the VII of France, and Conrad the III of Germany march onto Damascus.
Word around the Christian world is that the Byzantine emperor Manuel the I Comnenus was a traitor.
17 years earlier (1131 A.D.):
Joscelin the II is now ruler of Edessa after the death of his father, Joscelin the I.
Edessa is forced into an alliance with the Byzantine Empire under John the II Comnenus.
8 years earlier (1140 A.D.):
Zengi an emerging Turkish Muslim leader and ruler of the newly found Zengid Dynasty, besieges Damascus for the second time. It is ruled by the Burids who go into an Alliance with King Fulk of Anjou, King of Jerusalem.
Jerusalem is on good terms with the Byzantines.
Damascus is a very important piece of the puzzle.
5 years earlier (1143 A.D.):
King Fulk of Ajou, King of Jerusalem, and John the II, emperor of the Byzantine Empire both die.
Edessa is on un-easy terms with Tripoli and Antioch, leaving it with no powerful allies.
4 years earlier (1144 A.D.):
Muslims in Syria were divided.
Christians in Syria were divided.
The Artuqids ally with Edessa who marches on Aleppo.
Zengi seizes his chance and captures Edessa, which is unprotected.
Edessa's surrounding territory is lost to Muslims or sold to the Byzantians under Maneul the I.
Maneul the I is clearly different from the last Emperor.
Zengi returns to Mosul.
Zengi is hailed as a unifier of Muslims.
3 years earlier (1145 A.D.):
News of the fall of Edessa reach the Pope.
Pope Eugene the III orders a Second Crusade.
Second Crusade has a weak start but is supported, through Bernard of Clairvaux, by Louis the VII of France.
2 years earlier (1146 A.D.):
Zengi sets his eyes on Damascus again but is assassinated under suspicious conditions.
His son Noor Al-Din is now ruler of the Zengid presence in Greater Damascus.
1 year earlier (1147 A.D.):
The Wendish Crusade caused many butcheries in Europe.
The Pope signals expansion of Crusade into the Iberian Peninsula.
The King of Portugal is offered help in attacking Lisbon under the condition that all loot would go to the Crusaders.
Lisbon is taken from the Moors.
Almeria, the richest port in the region was also won from the Moors.
1148 A.D. :
The Second Crusade.
Damascus is about to undergo siege.
Crusaders in the Iberian Peninsula making good progress in removing Moor control from the area.
A new Muslim leader emerges.
Will Noor Al-Din be like his father and hailed as a great savior?
Will the Second Crusade bring better results than Urban's first?
Will the Iberian Peninsula be taken by the new found Crusader/Spanish/Portugese Alliance? Can the Moors win Lisbon back?
Will Manuel continue supporting the Turks, or does he have other plans to help his Empire's old allies?
Salahudin? Will he emerge?
The Abbasids, will they finally quell the Seljuks at Baghdad? Can they somehow reform their former glory?
Will the Almohads take Iberian Peninsula and secure it?
Or will the Andalusyians bring back their Golden days of Cordoba, the arts the sciences and equality?
- The Seljuk Sultanate of Rum - Research Done
- Kingdom of Jerusalem
- Principality of Antioch
- County of Tripoli
- Principality of Armenian Cilicia
- Byzantine Empire
- The Fatimid Caliphate
- Kingdom of Aragon
- Castille Kingdom
- Kingdom of Portugal
- Navarra Kingdom
- Kingdom of Leon
- Kingdom of England
- Kingdom of France
- The Holy Roman Empire
- Kingdom of Sicily
- The Abbasid Caliphate (Baghdad)
- Zengid Dynasty
Features and Changes:
- The Map
More horses including skins and models with longer caprions as well as making horses more expensive than Native.
Archery will now be harder in terms of accuracy, proficiency, and will also do more damage.
- Archery Tweak
New animations will be implemented for Archery and some more animations for Ground Combat and Horse Combat. (More on this later)
We already stated before that WTR is going to have 'lines' of troops as opposed to a single base troops that branches out into everything. Which troops you get is now dependent on a new 'Race' or 'Culture' (culture is already used in game to represent factions, so it could very well be race). Depending on which Race you are (assuming you started as a Mercenary as in native, more on starting possibilities later) you will be able to recruit different units from different places.
Local troops can only be recruited if you have the right 'Race'. Each faction will have several base recruits that are available to recruit from towns/castle OR villages based on the nature of the troops and their historical context. For example, if you were playing as a German Mercenary and was wandering about the HRE, you would be able to recruit the Flogepflicht Horer(call to arms volunteers) units from Villages only; at Towns and Castles you will be able to recruit from the Stadter (town levies). However, if you go to say, Al-Qahira (Cairo), you will not be able to recruit any Local Fatimid units at all.
Special Troops are special =D
You can only recruit them if you are a lord/leader of the faction to which they belong. There will be an NPC at the Lord Halls of castles/towns from whom you will be able to recruit these special units. Someone could ask, what if I started as an 'Italian' and then became a lord of any other faction. What happens to my 'culture' or 'race'? Answer: It will change to the faction you have joined assuming a conversion to that 'culture'. (More on this later, but its important to have some understanding of this system)
(This is still being decided on, but so far this is what's in place)
Mercenaries will now spawn in Town/Castle scenes as well as Taverns. So you might walk into the streets of Jerusalem and spot a random Turkoman mercenary captain. You then recruit just like in native. But here's the cool part; each village/town/castle on the map will have a list of Mercenaries associated with it. Based on your 'culture', you would be able to get certain Mercenaries to spawn for you. Most of the time (towards the East), all factions will have pretty much the same access to troops, but what happens when you, playing as the Turks, beat the Byzantines and push into Germany? What sort of Mercenaries can you recruit then? (no historical context), in this case, we will create a template for Mercenary troops for such situations(purely imaginative). We might have Peasant Crossbowmen for example, or Polish Sergeants...etc (just random examples)
So as you can guess, the basic idea is having recruitment linked to a new aspect that you get to choose on character creation or assigned to when you become/start as a lord/leader of a faction. Why would a local levy, paid by the Sultan himself and sometimes even given land be recruitable to an English mercenary who came to the land to purify his soul and redeem his sins? Why would a German town levy serve under an Italian? The answer is, they wouldn't, and they will not =)
A quick example would be this,
If you were the Byzantines, and you would pass through Armenia, you would be able to recruit a unit that eventually would become an Armenian Cataphract.
If you were Kingdom of Jerusalem, you would not be able to recruit that same base unit, but might be able to recruit Armenian Archers.[/spoiler]
More weapons from the respective Era including shields and more. Almost all of the inventory will be redone/changed.
- Weapons and items
- Sea Travel
Will add horse whistle.
- Random Features
Will add spear bracing.
Will add shield bash.
Will add horse rear kick and frontal kick.
When you order your troops, your character will actually shout the orders.
Permanent death for human and NPCs.
Do it yourself assassination feature.
- Siege features
The 'Peaceful' Way
No Lord in the Castle/Town
- The logic behind this is that you would be able to bribe the commander and his troops to leave the target and disband. This feature will remove said units from the game.
- Maintain Siege/Force Surrender
- Forcing a surrender depends on the size of the city mainly. The bigger the city the longer it can last and the higher a chance an enemy army will raid/stop you from taking the target.
Lord(s) in the Castle/Town
- The extra honor rating makes it more difficult to take a target that has more than 1 lord present. This is because lords are less likely to sell out if there are other lords present there, unless of course, you can pay them all.
- Maintain Siege/Force Surrender
- Peaceful Surrender
These features will be based on your Engineer and Tactics skills. They will be sort of like a lottery and will not actually be seen. Perhaps cut scenes could be added, I'm not sure if that is doable though.
- Bombard the Walls
- Batter the Gates
Note: Battering the Gates will cause you to lose some men, however, it is a more certain way of getting an easier entry in the castle. Bombardment will require a very high skill set as well as a good amount of luck. I do not have stats worked out yet, but I will talk with our coder once we are done with the population models.
Population will follow an exponential model that differs slightly for villages/towns/castles.
It will have three main related attributes:
The more people you have the more income you will be able to obtain from a fief.
2. Public Order
Population will be allowed to increase up to a certain limit before it starts to disrupt trade/commerce through theft and crimes.
If the population exceeds the capacity limit, the income will decrease substantially. However, this can be quelled through building upgrades and a larger garisson.
Similar to the Public Order system, Health will decrease the speed of population growth and eventually cause it to decrease over time. To combat this, you must upgrade/build sewers and sanitary buildings such as a bathhouse.
Outlawed - Mod Leader
Sahran - Researcher
Hulksmash - Scene editor
Overlord- - Coder (part-time)
NordArcher- Stat Edit
Kamikazuh - Concept and 2d Art
Al-Mansur - Modeler/Scene Props
Nodscouter - Modeler
Thrak - Modeler
Caba'drin - Coder
Madoc - Coder (part time)
And here thanks to Belendor!
If you would like to help us out, shoot me a pm, we always are on the look out for more talent to help us out!
Also everything here might be subject to change and I will keep adding features as they come to me. So please post some suggestions, even that can help.