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 Mount&Blade Repository » Mods » Large » Rus: XIII Century ver. 0.620
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View this file on the M&B NexusFile Listing: Rus: XIII Century ver. 0.620
Last Updated: Mar 22, 2010, 03:48:23 pm
First Created: Aug 13, 2009, 05:47:58 am
File version: Beta 0.620
For M&B version: 1.010/1.011
Downloads: 46,243 (64,857) Size: 301.19 MB
Views: 89,038 (115,248) Type: EXE
Home:  Rus: XIII Century
Rating (32 votes): 4.5 / 5.0
Anno Domini 1237.
Europe and Asia are plunged into the abyss of bloody war. Christians wage war with Muslims and heathens. Catholics battle with orthodoxies. Orthodoxies kill each other.
Brother against brother, and son against father.
From the West, Teutonic Knights have come crusading against heathen and orthodox Slavs, to turn them into the Latin faith. Knight-brothers have already consolidated in Baltic and now look further to the East, where, boundless and rich, Rus lies.
Poland, torn apart with inner contradictions, tries to deter the approaching Order Komturias, already settled firmly on the right bank of Vistula.
But upon all European nations hovers another, imminent threat. From the Far East comes Batu-Khan - the ambitious grandson of the great conqueror of nations, Genghis Khan. Furious hordes sweep across the Great Steppe and the land of Rus, aiming for the West, aiming for the Last Sea, laying one nations under tribute and mercilessly exterminating others. They are determined to fulfil the holy will of the Khan, and it seems that there is no force in the world that can stop them.

The historic mod "Rus - 13 century" reconstructs the events of this dramatic and heroic age. You can unite the forces of Russian princedoms and give battle to the Horde, or gather the Novgorod militia and warmly greet the Order knights on the ice and snow of the northern lands. You can feel yourself a warrior of the Horde, a vassal of the Teutonic Landmeister, or become a proud shlachta and fight for the glory of Kingdom of Poland.


It is highly recommended to uninstall mod previous version(s) before installing .620!

1) Run .exe
2) Follow instructions


Key features:
("b" stands for feature which is partially or fully implemented in beta, "f" stands for further versions)
  • full-featured global mod oriented on implementing historical aspects as accurate as possible (due to gameplay and engine restrictions) (b)
  • timeline and storyline of the mod disaplay the real events (such as Northern Crusades, Mongol Invasion of Rus’ and so on) (b)
  • new HQ map of Eastern Europe as well as new map icons (b)
  • intro battles depends on class and faction of Player (b)
  • the names of places, lords and units are spelled in the way of their faction-possessor (b)
  • some new locations such as mines, mercenary and bandit camps (b)
  • new scenes (with new buildings and various scene props) (b)
  • reworked trading system, trade routs and trading specialization of towns are based upon their geographical locations (b)
  • new exclusive 2D art by Ganbat Badamkhand (b)
  • intro (starting video) (f)
  • music is fully replaced (as standalone mod, optional) (b)
  • lots of various quests based on HQ literary principles (b)
  • faction lords represent actual historical characters, with fiefs and appearance based upon historical documents (b)
  • new NPC-companions with different side-quests (f)
  • Player’s nationality (culture) affects relations with factions (b)
  • new troop trees, based upon historical info (b)
  • troop hiring and training system reworked in more realistic style (b)
  • 3 types of troop trees: "levy" ("militia"), "professional" and double branched "elite" (b)
  • tons of new clothes, armors, weapons, horses, buildings based on authentic images and reconstructed items (b)
  • new HQ textures including global map and vegetation (b)
  • banners of all factions are replaced with more historical-accurate analogues (b)
  • new face and hair textures, based upon nation appearance (b)
  • 5 new factions (b)
    1. Rus (united Russian princedoms with 2 separate troop trees: northern and southern)
    2. Crusaders (united forces of German, Swedish and Danish crusaders)
    3. Horde (forces of Mongolian Empire united with the conquered nations: Cuman, Kirghiz, Turkmen, Chinese etc.)
    4. Poland (united)
    5. Lithuania (as a minor faction)
  • volunteers and mercs are replaced with real historical analogues (b)
  • brand new system of sound environment (b)
  • authentic voice records for each faction (b)
  • dynamic global weather system (b)
  • ability to change shield art (b)
  • multi-stage siege system (b)
  • new types of parties – scouts, patrols, prisoner trains, messengers, rich caravans (b)
  • user-friendly installer with a lot of options to choose (b)
  • many features could be tweaked by individual demands through in-game menus (b)
  • correcting bugs and omissions of original game (b)

Gameplay features:
(implemented at the moment)
  1. Riders take damage when they fall from a killed/wounded horse
  2. Morale penalty for units with different cultures in party. Morale bonus for mononational party
  3. Fodder for horses (influences horse speed based on type - common, arabian, steppe). Party speed drastically decreases when there’s no fodder
  4. Icons for parties on global map depend on party's size
  5. Player can control his character while minimap is open. Terrain showing on minimap. OPTIONAL FEATURES
  6. Combat continues after Player has been knocked unconscious. Player can observe battlefield in free-fly mode. OPTIONAL FEATURES
  7. Ability to open Character/Party/Inventory menus in all "combat" menus (by using hotkeys)
  8. Player can recruit troops only in fiefs of faction he belongs to. Player-mercenary can hire anywhere he’d like. Mercs can be hired freely. Positive relations with fiefs and their owners are required. Elite troops can only be hired in Player’s own castle.
  9. Chel’s morale mod (reworked and improved). Global morale influences battle morale
  10. Armours/weapons degrade if player loses a battle
  11. New type of NPC: smith, who can repair and upgrade weapons/armour
  12. Player can split his party into smaller groups with NPCs as commanders (only if player leads more than 20 men)
  13. There’re much more various citizens in towns
  14. New icons on minimap for traders/mayors/owners in towns
  15. Character creating wizard reworked due to background story
  16. Brief historical info about troops through dialog with them. Info about items in inventory. OPTIONAL FEATURES
  17. Prisoners can be sold in mines or to the slave trader in Cherson or to ally and enemy lords by flexible rates (while being at towns). Also Player can give prisoners to lords for free in exchange of increased personal relationship. Prisoners’ cost depends on their level and the main party trading skill
  18. Trade routs. Special caravans travelling on historical trade routs
  19. Maximum amount of prisoners increased. The more prisoners are in the party the more of them would escape at night
  20. Decreased structure building time in fiefs
  21. Player can initiate dialog with city/village administration through center menu
  22. Party salary displays week cost for all Player’s troops including garrisoned ones or under NPCs’ control
  23. Lords intercept hostile parties travelling near their fiefs if they’re stronger (hostile party must be spotted first - chances depends on party size)
  24. AI party strength and upgrade speed depends on player's level
  25. Professional and Elite units can be upgraded only in their faction's cities. Player can’t upgrade them in the field
  26. Helmets obscure field of view in first person view. OPTIONAL FEATURE
  27. Food stores in castles decreased, recovery time increased.
  28. Wounded units move slower in battle
  29. Player can give some orders to his party right before fight such as hold ground, charge, follow leader, line up in different forms
  30. Alcoholic drinks are all consumable and give morale bonus if any other kind of food is present in inventory or morale penalty otherwise
  31. Bandits can ambush Player (chances depends on honour rating)
  32. Bandits help each other when engaging Player party
  33. Player can lay to rest fallen warriors (increasing honour, decreasing morale)
  34. New type of NPC – teachers. They give a short help info about mod features.
  35. Bows can’t be freely used in inappropriate handwear
  36. It’s possible to speed up or slow down time in missions (by + and -)
  37. New animation for 2h weapons
  38. Added restrictions for joining rescued prisoners
  39. New item type – maps which increasing pathfinding skill while in inventory
  40. It’s possible to upgrade troops of all factions in neutral city Cherson
  41. Players can release imprisoned lords without ransom (increasing relations)
  42. New looting system. Now it takes time to carry trophies from the battlefield. Amount and quality of it depends on Player’s skills and number of dead bodies
  43. Ministering wounded gives experience
  44. Cattle follows the Player
  45. Chances to escape after losing the fight for lords are lowered
  46. Amount of troops available for hiring depends on city’s prosperity
  47. Hiring through menu, not through dialog
  48. It’s possible to turn off fast travel (for better roleplay)
  49. New target reticule
  50. Performance in scenes with lot of trees improved
  51. Horse descriptions includes types
  52. Players can choose on what side they’d wish to fight in battles between neutral parties
  53. It’s possible to sort inventory of player and traders by type or cost

Our team:

Main developers:
Bers - scene maker
ConstantA - lead developer
Damon - developer, project manager
Kopcap - lead artist
N - lead modeller
Rongar - lead programmer
Unknown - developer

Contributors and helpers:
ARaven - historical consultation
ArRiad - sound, programming
Chekan - historical consultation, beta test
Димо - models, textures, map, coordination
Gt-Bd - textures, 2D art
гЭнЫк (CHUR) - voice recording, music
Immortal - models, textures
incus - historical consultation
Invictus - coordination
Kiivit - proofreading
NightHawkreal - texts, beta test
Samnit - models, textures
sd - map
Thracian - models, textures
Vanok - mod idea, tech support, PR
VIKING (UFO) - historical authentication specialist

Other contributors:


Special thanks to:
Barf for new face meshes
Basennik for Russian warcries
Checkmaty for More Metal Sound
Chel for his morale system
dreammora for original game localization
dstemmer for his fast scene chooser
HokieBT for UpdateModuleParties
In Vain for German warcries
Janus for his installer script (used in 0.401 beta)
JoG for beta-testing and PR
mtarini for openBrf
Siegbert_von_Meklenburg for German warcries
Ser Ge Nuk for quest ideas
СергиоОбрегон for music
Thorgrim for MapEditor & brf-edit
ToFik for quest ideas
Winter for his moded operations
yart for helping with beta-test
yellowmosquito for Mount & Blade Banner and Flag Standardization Pack
Yoshiboy for his tutorials

all users of for their help and support
our families and friends for understanding and patience
Armagan and TaleWorlds for the best medieval Action/RPG and great development tools.
More From This Author
Comments (Page 1 of 4)
IP: logged
 Re: Rus: 13 Century  » posted by shadowlair on Aug 13, 2009, 06:23:00 am
well you mod sounds really to awesome to be a beta, more a v1 or smthing, im downloading it atm, ill most likely give a whole bitching about what bugs i found afterwards, but it'll only help ^^ but your mods really sounds awesome and i hope all those features will be implemented, and i didnt know id ya are using it already, but maybe a formation thing, like wedge for the crusaders? *cause crusaders luv wedges* but ill go play it and give a heads-up afterwards i guess ~shadow~
IP: logged
 Re: Rus: 13 Century  » posted by shadowlair on Aug 13, 2009, 06:23:01 am
well you mod sounds really to awesome to be a beta, more a v1 or smthing, im downloading it atm, ill most likely give a whole bitching about what bugs i found afterwards, but it'll only help ^^ but your mods really sounds awesome and i hope all those features will be implemented, and i didnt know id ya are using it already, but maybe a formation thing, like wedge for the crusaders? *cause crusaders luv wedges* but ill go play it and give a heads-up afterwards i guess ~shadow~
IP: logged
 Re: Rus: 13 Century  » posted by Lord Chase on Aug 13, 2009, 11:32:55 am
Well I checked your guy's home page, and I must say, this looks amazing. To be honest, I am going to hold out for the actual release, but upon seeing the amazing new armours, helmets, weapons, and features you guys are going to implement, I can't be more excited. I really hope you guys actualy do finish this, as seeing the potential of this thing fall into mod development hell would be a crime. It looks amazing and the features you guys are going to put in leave the promis of even Second Age in the dust. If I must suggest one thing though, me and probably alot of people would love to see some features such as shield bashing, spear brasing, and even Age of Mechinery added into this thing. Spear brasing makes spears actualy have some point, shield bashing is a nice addition for some realism, and im not sure if siege weapons were actually used during that time period in the mod;s location, but lets face it, they're freaking ausome. Keep up the fantastic work lads.
IP: logged
 Re: Rus: 13 Century  » posted by garipoter on Aug 13, 2009, 12:43:38 pm
Спасибо кузнецам за мод!
IP: logged
 Re: Rus: 13 Century  » posted by Kongol Khan on Aug 13, 2009, 05:51:32 pm

Amazing, and it's only the beginning! ;-)

Love the armors, the new face textures, very interesting. I died in the beginning fight :(
IP: logged
 Re: Rus: 13 Century  » posted by Slate on Aug 14, 2009, 02:13:42 am
Well done, I have played for about six hours and I must say these new items look excellent. The mod looks and feels good and clean, look forward to future releases.. ;-)
IP: logged
 Re: Rus: 13 Century  » posted by RedGoblin on Aug 14, 2009, 03:09:11 am
Great mod, played it several hours in a row. It has a lot of potential, considering it is still in beta stage.
P.S. I guess it is nearly impossible to survive the slaughter at the beginning battle (at least on full difficulty), and peronally i like it :twisted:

Отличный мод, Кузнецы 8-) Так держать
IP: logged
 Re: Rus: 13 Century  » posted by Francesco on Aug 27, 2009, 06:26:16 am
Please man i need help for this mod.

please tell me how do I recruit because I'm coming crazy please help
IP: logged
 Re: Rus: 13 Century  » posted by willcarrro on Aug 29, 2009, 09:12:15 am
congratulations ! great mod
IP: logged
 Re: Rus: 13 Century  » posted by Francesco on Aug 30, 2009, 08:09:08 am
Please man i need help for this mod.

please tell me how do I recruit because I'm coming crazy please help
IP: logged
 Re: Rus: 13 Century  » posted by poama_acra on Aug 31, 2009, 08:50:12 am
nice mod.
don t fight the first battle.
no chance for that. I get sick killing more than 1000 bandits! one thousand...
and to recruit use the tavern. I play several days and it s not so clear how to recruit better.
usually I get prisoners and recruit them.
and use some cheat codes for gold...
oh, and some cities you cannot besiege... they run out of food but can't start the fight.
checkin' furher...
IP: logged
   » posted by modernknight on Sep 12, 2009, 07:23:31 pm
hey great mod but after like 20 mins i got sick of it the recruiting needs to be fixed the whole tavern and recruiting prisnoers thing jsut dont work for me at all other then that love the weapons armours and the historical acuracy.
IP: logged
 Re:   » posted by ConstantA on Sep 14, 2009, 03:45:18 pm
modernknight wrote:
hey great mod but after like 20 mins i got sick of it the recruiting needs to be fixed the whole tavern and recruiting prisnoers thing jsut dont work for me at all other then that love the weapons armours and the historical acuracy.
Dude, you can recruit in villages, towns and castles.
To recruit in village you need +5 relation.
In town: +10 relation with town and +5 with town lord.
In castle (regular troops): +15 with castle lord
In castle (elite troops): You must be the owner.
IP: logged
   » posted by modernknight on Sep 14, 2009, 08:55:41 pm
hey i didnt mean to sound disrespectfull it is a awsome mod i just had the shits cause i couldnt play it properly and thanks canstantA ur champion.
IP: logged
 Re: Rus: 13 Century (v Beta 0.401)  » posted by ConstantA on Sep 22, 2009, 05:43:13 pm
rpramos, check the module.ini in module folder.
The first two lines should be:
module_name = RusXIII map_min_x = -159.515869
The mod looks very good and plays well, however I noticed that prisoners can not be sold at the mines.
Only one mine currently buys prisoners - in Poland. You can sell prisoners to the lords (mid to high level) or to slave merchant in Chersons' tavern (all).
IP: logged
 Rus: 13 Century (v Beta 0.401)  » posted by Sabratha on Sep 29, 2009, 10:13:49 am
It seems to be the most polished and detailed beta I've ever seen in M&B. The detail of the items and weapons is wonderfull, especially the Rus ones. Great new hair and character skins. Good job on those.

Right now it is missing some things - historical banners, lords in proper clothing (most polish lords use steppe outfits), but this is to be expected in a beta.

Overall: Great job, once you finish it, its boud to be a fantastic mod.
IP: logged
 Rus: 13 Century (v Beta 0.401)  » posted by Tannenberg_For_Fun on Oct 08, 2009, 05:27:35 am
Great mod but still a few problems :-D

1. I've laid siege to Siauliai Castle twice and killed everyone, but there's no possibility to end the battle and take the castle.

2. The Teutonic Order is not at war with any party, but they besiege Polish castles and towns. You should check the faction relations-routines about the way the different factions cope with each other.

3. Personally, I don't like the way you've erased the bridges. The fords look a bit clumsy.

4. A few problems with German terms and historical terminology:
- Exchange the adjective "staedtlich" with "staedtischer", there's no word like "staedtlich" in German.
- Erase the "g" in "Braungschweig", it is Braunschweig.
- Exchange the term "Knecht" with "Dienstmann" (called "ministeriales").
- Find a way to get rid of this ghastly term "Gastritter". A way could be to introduce the "Brethren of the Knighthood of Livonia" or simply "Schwertbrueder" (swertbruedere). The original military organization of the Teutonic order, from bottom to top, was: "Witinge" (Prussian freemen or nobles under Teutonic command), "Diener" or "Dienstmänner" (this corresponds to your "Sariantbrueder"), "Halbbrueder" or "Graumaentler" (literally "Grey Cloaks", as they wore grey instead of white cloaks) and then the "Vollbrueder" or "Deutschritter".
- In your historical note on the "Knappe" you speak of an iron belt that distinguished knighthood. Erase this, there was no such iron belt.

Keep up the good work: I'm really looking forward to see your mod in a final version.
IP: logged
 Rus: 13 Century (v Beta 0.401)  » posted by Tannenberg_For_Fun on Oct 08, 2009, 05:51:46 am
By the way, once I got accustomed to your recruiting system, I started to like it. Unfortunately, you got rid of the two-handed swords that could be used on horseback (totally unhistorical, totally unrealistic, but lots of fun), but as this is historically correct I cannot argue against it.

I totally agree with shadowlair: you should include formations in your mod. The spearmen you get in the villages are just overrun by the sheer mass of cavalry your opponents employ.

Would it be possible to include the "whistle" command otherwise used in formations-mods? This is the one that makes your horse come to you when you are dismounted.

I really like your map but am a bit dissapointed as I could not find the "Marienburg" on it. But this is just about historical accuracy.

While inspecting troops, the player can speak to his soldiers: the ensueing dialogue is rather silly, perhaps you can fix this.
IP: logged
 Rus: 13 Century (v Beta 0.401)  » posted by nads on Nov 12, 2009, 02:21:11 am
I absolutely love the way this mod looks but also spent ages trying to work out how recruitment works, you need a readme or something explaining a few things, other then that I love it.
IP: logged
 Rus: 13 Century (v Beta 0.401)  » posted by SamQuest on Nov 15, 2009, 01:06:26 pm
Awesome mod one of the best i ever saw. :-D . But how can i besiege the biig settlements like Thorn or Riga Krakow if i besiege those towns i cant build a siege tower or ledders i can just make them out of food but it doesent matter i cant conquer it pls help me^^.
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