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本帖最后由 騎馬撞羅馬 于 2018-1-3 16:40 编辑
相关介绍
Have you ever wondered what it would be like if there was a bit more of fantasy in Calradia? What if elves, drows, mages, orcs and dwarves lived in Calradia's most remote locations? What if wild undead roamed the lands hungering for the flesh of the living? What if beyond the farthest dunes of the Sarranids an ancient city held an equaly ancient evil? And what if from the frozen wastes a mysterious order of monastic knights came to put an end to all evil under the iron fist of their righteous god?
All that is part of this mod. What the fate of Calradia will be, is up to you!
(click to show/hide)
I have been working on this mod for quite some time. It all started as a hobby project of mine after watching the Magic mod for Mount and Blade, and, being an avid D&D Dungeon Master myself, I decided to build a mod that tested my modding skills a bit and kept being something fun and relatively close to Native's gameplay with some fantasy stuff thrown in.
So, without further ado here are some of the mod's current features:
- seven new major factions which include: elves, drows, dwarves, mages, necromancers/undeads, clerics/paladins, orcs
- lots of items for each faction, some original and some taken from many different OSPs
- a magic system based on new skills, worn items and thrown weapons
- some spells for creating great havoc: fireball, lighting bolt, magic missile, black bolt, white bolt, vampiric bolt, charm person
- an entertainment skill based on an OSP, but heavily modified
- some magical items based heavily on D&D (gauntlets of ogre power, dwarven thrower, dagger of throwing,robe of the archmage, maul of the titans, vorpal sword, mace of disruption, sun blade)
- a sneak attack system
- new creatures: elves, dwarves, drows, gnomes, orcs, shadows, skeletons, golems (stone, iron, silver)
- ships and ship battles just like in the OSP
- really dangerous recurrent spawns every once in a while to keep you on your toes and from getting bored of hunting bandits
- a necromancy system (create undead armies out of thin air, but it'll cost you!)
- 16 new heroes: 2 elves, 2 dwarves, 2 drows, 2 gnomes, 2 orcs, 2 mages and some other miscelaneous humans
- NPC export/import feature
take note that this mod is still a work in progress and it needs a lot of ironing, polishing and rebalancing, but I assure you it is quite fun.
Changelog:
v.40 changelog:
- Fixed code for recruiting golems at the wizard's tower.
- Rebalanced magic by removing spell regeneration and increasing spell charges.
- Added iron golem models and textures.
- Rebalanced troops stats.
- Beefed up golems considerably.
- Fixed minor bug at the perform simple song enertainment menu.
- Added Flame Arrow spell and gave it to the appropriate troops.
- Added particle and light effects to static fireballs.
- Fixed some of the spellcasting sounds.
- Added more map icons and coded them accordingly.
- Moved the drow faction to another location so they aren't overwhelmed by dwarves and elves.
- Adjusted the Sun Blade texture.
- Rebalanced dwarven and drow shields.
- Made the Drow Stealth Sword and Drow Assassin's Sword available in shops.
- Rebalanced orc riders a little bit.
- Necromancer players will raise undead after every battle, based on the necromancy score. Take note that the troops raised will be only the lowest tier skeletons, zombies and shadows.
- Made shadows upgradeable.
- Made the silver sword more valuable.
- Added a point light effect to the Sun Blade and made it a little bit more powerful.
- Fixed the bug which caused fantasy faction lords to get weird names after changing factions.
- Reduced the interval in which the gauntlets of ogre power will be activated/deactivated.
- Added drow raiders to the random hostile parties.
- Added drow leather armor (basically a light leather reskin).
- Adjusted some materials.
- Fixed (hopefully) the issue of fantasy castle guards not fighting the player.
- Cloned some vanilla villages so the new faction villages aren't ugly empty places.
- Fixed a fantasy faction castle.
- Customized tournaments for the new fantasy cities. They will have their own troops and equipment combinations (the Wizard's Tower tournament is especially funky).
- Made free undead hostile towards the necromancers.
- Added a reinforcements script for the necromancer faction.
- Fantasy faction arena masters will be now visible.
- Made a recruitment path for the elven clerics.
Installation instructions:
Download the file phantasy.7z
extract it using 7zip to your \Mount&Blade Warband\Modules folder
play!
Patch Installation instructions:
No patches yet
Known Issues:
- every new NPC is fond of Alayen: I know, it's just a matter of some tedious minor modding, but it really doesn't affect the mod much so it's low priority
- if you wield the dwarven thrower in a slot that isn't the first one, you are wearing another melee weapon there, and suddenly switch in battle to the hammer of throwing melee mode, the hammer will appear as sheathed and the punching animation will be used
- clay golems don't have a proper skin and are wearing full maille armor
- the dwarven thrower and the dagger of throwing don't really return to the wielder but have a buttload of ammo to compensate
- all new towns look the same: yes the mod is a work in progress, they are using all the Dhirrim scenes
- Flame arrow spells sometimes jump to nearby enemies and cause damage to them: yes I am aware of that and I consider this more a feature than an issue
Some Info:
About magic:
Magic is affected by two skills: magic power and magic defense as it may sound, magic power is used for calculating spell damage and penetration while magic defense is used for magical defense, a wise player will always invest some points in the latter, since magical damage is worse when defense equals 0
The effectiveness of spells is also affected by clothes, almost every type of body armor and helmets hinders it, excepting mage robes, hats and hoods (from novice to archmage) and the elven mail shirt; more advanced types of mage armor even provide a bonus to magical damage. Mage staves also provide a bonus to the magic power score, making it a must for the successful mage.
About sneak attacks
The stealth trained warrior will do extra damage to his/her foes when attacking him from behind, on foot and using a specific list of weapons which goes as follows:
- elven warblade
- drow combat dagger
- knife
- sickle
- club
- short swords
- gwilith
- strange short sword
- drow stealth sword
- drow assassin's sword
- elven short swords
- dagger
- darts
- war darts
- throwing knives
- ambush bow
- drow crossbow
- drow throwing daggers
- dagger of throwing
- throwing daggers
Also, the drow assassin clothes and hood and the elven ambush armor and hood will provide a small sneak attack bonus.
There are now some troops which are stealth specialists; a good battle tactic is making a separate group for them, halting them at the beginning of a battle and then make them flank the enemy to maximize their sneak attacks and deadliness, also since most carry light armor it wouldn't be very wise to use them in frontal assaults.
About necromancy
necromancy is the series of rituals and skills used to create undead troops. Currently it is accessed via the camp menu. A high amount of hitpoints is required for the ritual, which will be lost. Some reputation will also be decreased in the process which can mean that you might be outlawed by some of the factions if it gets low enough.
Maintaining control of the undead during battles is not for the faint hearted, since every once in a while a check will be run to determine if your necromancy is high enough to keep your troops from turning against you. Said check is directly influenced by the necromancy skill score and whether you have a Necromancer's Staff or not.
On races
Elves:
Nimble and with a natural talent with bows and magic they make superb ranged warriors, note that all elven troops carry a ranged weapon of some sort.
Dwarves
Short, hardy and with a moderate amount of magic defense, they make awesome melee fighters, they do not like ranged weapons usually, but the few dwarves who do specialize become very deadly with crossbow or arquebus
Drow
The dark kin of the elves are also quite fond of magic and in their hostile environment have developed an unmatched magical resistance. Being children of the night, all are used to sneaking around and a drow throwing dagger is standard issue to almost all of their troops. The dark high priestesses of Lolth have also been known to carry sometimes the wonderous healer's ring.
Orcs
Savage monsters of the steppes. They value brute strength above all and are quite deadly with their thrown and two handed weapons, the orc shamans are also quite feared since they are capable mages.
Gnomes
Tiny, very smart and creative, they are not part of the dominant races, however they usually excel as inventors and engineers.
more coming soon
Patch Installation instructions:
YOU'LL HAVE TO START A NEW GAME SO BACK-UP YOUR CHARACTERS FIRST
-> Download the file Phantasy_patch_040_to_0451.7z
-> Open the file with 7zip
-> go to your Mount&Blade Warband\Modules\Phantasy folder
-> extract everything there
-> overwrite everything when promted
-> play
制作者名单
Credits:
guspav
and special thanks to the people who contributed with textures, music, models, OSPs,etc. :
Barf
Narf
Addonay
Sayd Ûthman
OSM-AM
dejawolf
Andragorn
Jojjo
wanderer949
xenoargh
Spak
Baraban
The TLD team
The Taleworlds Modding Community
Some sound effects from http://www.freesfx.co.uk
Things to do (contributions are welcome):
(click to show/hide)
- make proper scenes for each of the new cities and villages
- more textures for races
- expand/change map to something bigger, more interesting
- make undead spawn from specific spawn points like: shadow plane portal, old battlefield, ancient graveyard, etc
- fix info so male non-humans aren't addressed as females
- more spells, possibilities include: cause fear, sleep, finger of death, meteor swarm, death, flame arrow, stinking cloud, cloudkill.
- explore the possibility of adding ogres, minotaurs (maybe something else)
- make clay golem texture
- more magical items (stone horse, holy avenger sword, rod of lordly might, vampiric dagger), might need WSE for that
- explore the possibility of merging some diplomacy mod functions
- make a couple of new quests
- make new projects (with their corresponding new items) for Berembert
- adjust and make more options for character background based on race and gender
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