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 Mount&Blade Repository » Mods » Gameplay Mechanics » Expanded Gameplay mod
      
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View this file on the M&B NexusFile Listing: Expanded Gameplay mod
Last Updated: Jun 07, 2006, 10:08:32 am
First Created: Apr 25, 2006, 11:55:08 pm
File version: 2.11
For M&B version: .751
Downloads: 11,712 Size: 13.66 MB
Views: 15,847 Type: ZIP
Home:  Forum topic
Rating (10 votes): 4.5 / 5.0
Description
Expanded gameplay mod

I tried to create a world where some enemies are much tougher than your level 1-5 character and you will need to work your way up to levels 20-25 and collect the powerful items to be able to compete with the best of them.
To do this I planned out a tiered structure of equipment, where the current M&B items are Tier1, and I will add up to three more tiers of items. For every armor, horse, and weapon there are up to 4 different versions, with each one about 40% better than the previous one.
Also redone the equipment of all enemy troops to give them more of their own characted.

Make sure to look at the version history to see other important changes.
And you can download terrain texture pack here:http://forums.taleworlds.net/index.php/topic,11451.0.html

To install unzip into your Mount&Blade/Modules/ directory so that you get /Mount&Blade/Modules/ExpandedGameplay/ (mod files)


Features
  • four times as many items as in vanilla M&B with progressively increasing power and requirements
  • redone major factions of the world. Emphasized and narrowed combat styles of the factions
  • includes Raptor's weapons and some luigi's models, thanks to them both
  • about ten new troop types spread over the factions to train and fight
  • ability to readily rescue steppe, khergit, sea raider, dark and bandit troops into your party
  • overall a more fierce combat atmosphere in battles and some enemy parties will challenge even high level characters.
  • five new starting classes.
  • for more features look at the version history.


File History
0.9 Test version, to help me see what other people think of balance.

Wed, Apr-26-2006

0.91
-Reworked sea raider parties
-Added another low level troop to fight near Zendar
-Fishermen will upgrade into sea raiders, but it will take a while
-Significantly beefed up Manrid and Borcha and gave them goods so that you can get some gold when you equip them.
-Small change to steppe bandits, vaegir and swadian troops



Wed, Apr-26-2006

0.92
-Increased the number of prisoners carried by enemy parties

Wed, Apr-26-2006

0.93
-Fixed war parties to include some ranged units. Also slightly increased their prisoners.

Thu, Apr-27-2006

0.95
-Fixed some unnecesary equipment on a few troops.
-Reworked vaegir/swadian peasant, farmer, and townsman equipment.
-Tweaked watchman/spearman/heavy spearman eqiupment

Thu, Apr-27-2006

0.96
-Reduced the shield durability significantly, you should see shields being splintered and flying off the troops around you sometimes now.
-Increased Borcha's pathfinding and spotting skills by 4, you should be able to chose your fight better now.
-Fixed a couple more inconsistencies I found.


Fri, Apr-28-2006

0.97 (new game not required)
-Fixed khergit guards and khan. They had not enough strength to use their equipment.
-Toned down sea raider archery skill.
-Fixed Vaegir hero weapon selection.
-Replaced some vanilla spears with better looking Raptor's spears, mainly those used by khergits and spearmen.





Fri, Apr-28-2006

0.99 (start new game to get all the changes)

I'm sorry for such frequent updates, but as I test it and see something that needs fixing or changing, I try to put out a better version as soon as possible. Then I test some more and see something else to balance or get some suggestions and gotta update again.

-Increased the prices of low quality items you get from fishermen and bear hunters to make fighting them more rewarding.
-Added various goods to various parties on the map: fishermen - fish; bear hunters - meat; sea raiders - ale; and so on. Should help you get more gold to equip the character, Manrid, and Borcha.
-Little modification to steppe and bandit parties.
-Khergits are now the guys to go to for the fastest horses.
-Dark knight parties given prisoners at the start to slow them down and not let them chase down a player party and kill his whole army.
-Dark knights given horned helmets that cannot be found at merchants and are very nice. They also look lots better now. Thanks luigi.
-Khergit's prisoners improved.
-Vaegir footmen toned down a little. Otherwise they come right after peasants and are already very good.
-Vaegir, Swadian, Dark knight and other's shield skill toned down. Now you really should see shields splintered more often as promised.
-Wine and ale made into food to feed your army.
-Borcha now actually did steal the horses ;)

Sat, Apr-29-2006

1.00
-Main change I tried to make is to significantly increase the amount of loot you get from battles. Not sure if it worked.
-Captured barbarians now carry two large swords. One to throw at the enemy and one to fight with.
-Ahab now has a harpoon to throw. He can't aim well so you should be safe.
-Added another four items, with luigi's models (Thanks luigi)
-Renamed dark knights, slightly improved most of their equipment and made it unavalible in stores. Decreased their maximum party size.
-Made a couple changes to khergits; now the horsmen are all with spears and guards are with sabers.
-Made small changes to fishermen, outlaws and mountain bandits to make them slightly weaker.
-Fighter women troop line use military forks instead of poleaxes now.

Sat, Apr-29-2006

1.01
(new game not required, but since these changes are aimed at the early game, they will have most effect in the first few levels)
Another update to make the very early game a bit easier.
-Significantly reduced initial size of Swadian and Vaegir deserter parties so that you have less to worry about before you join Swadians or Vaegir.
-Reduced the requirements for Ahab's items, so that if you find some, you'll be able to use them much sooner. Also made them more expencive.
-Increased the damage of harpoon and thrown claymore. They should be 1-hit kills now nearly always and you won't see characters being alive with these thing sticking out of them.
-Ahab won't wear gloves now, making him a little easier to kill.
-Fixed khergit horseman upgrade bug.

Sun, Apr-30-2006

1.02
-Extensive rebalancing of the Vaegir and Swadian troops. In general, Vaegir weakened (-30% to -40% agility) and Swadians improved (+3 ironflesh, +1 power strike, +2 shield, much better horses).
-Added gloves to Zendar chest.
-Gave heroes some tactics skill (level 3-4).
-Borcha's pathfinding +1, spotting -1.
-Improved steppe tribe's prisoners.

Mon, May-01-2006

1.10
Special thanks to Ahadhran for coding the python features for this update, as well as letting me use his items.
This is a large update with a few significant changes. New game advised (import your old character).
-Starting strength increased by +1 for all classes.
-Starting classes have increased skills for two weapon types, different for each class.
Squire: one-handed and polearms
Hunter: two-handed and bows
Priest: polearms and bows
Merchant: one-handed and crossbows
-Added a few Ahadhran's items, you will notice them pretty soon.
-Added items with unusually low strength requirements in the 15-18 range. You can find them in stores and loot off some enemies.
-Increased HP of some of best units. Barbarian chiefs, onyx, swadian and vaegir knights and heroes.
-Added 3 new types of arrows and 3 new types of bolts. Can be found in stores and looted.
-Completely replaced khergits with a different troop type, with ties to the onyx. They use good items with unusualy low strength requirements in the 18-24 range that cannot be found in stores.
-War parties no longer carry onyx priosoners. Onyx brothers are now prisoners of some quest parties from Vaegir/Swadian lord quests.
-Onyx loot improved. Onyx themselves are improved, you'll have to see how yourself.
-Sea raiders given a new armor piece. Steppe cavalry given better swords.
-Better versions of sumpter and saddle horses slightly slowed.


Mon, May-01-2006

1.11
-Fixed headhunter mace mesh.
-Fixed steppe tribsman upgrade to cavalry.
-Reduced onyx power strike skill by 4.
-Moved wanderer prisoners from mountain bandits to patrols.
-Slightly reduced barbarian agility.
-Slightly increased sea raider hitpoints.
-Improved onyx's prisoners.
-Reduced strength requirements for medium crossbows.
-Added 2 new items.


Tue, May-02-2006

1.20
-Castle attack bug is fixed, should be able to capture a castle and store troops there now.
-Manrid and Borcha set to level 1 so that they will level up faster initially. Their stats are still strong though. (having them in your party reduces the amount of loot you get considerably)
-Manrid given +4 surgery, +4 first aid, +1 trading.
-Borcha given +4 training.
-Priest skill bonus is now throwing instead of bows.
-Added two new units, master hunters (upgrade bear hunter) and savages (upgrade mountain warrior or headhunter)
-Enemy parties' prisoners reduced to about 1/3rd.
-Zendar, Vaegir, and Swadian troop upgrade trees now include all of the mod's troops for you to train. For example vaegir peasant can upgrade to vaegir footman to join the vaegir army or to fisherman to be on his way to becoming a sea raider and eventually a barbarian.
-Added a couple new items to be found in stores.
-Improved the higher versions of light armor considerably and increased prices.
-Slightly improved sea raider armor.
(in case you haven't yet figured it out and have been selling onyx's crossbows because of low damage, they shoot 3 bolts before they need to be reloaded. Use piercing bolts to increase damage)



To install the mod unzip into your Mount&Blade/Modules/ directory so that you get /Mount&Blade/Modules/ExpandedGameplay/(mod files)

Fri, May-05-2006

1.3
[will install in a separate folder from the previous version]
-Completely reworked the starting classes. Replaced them with 5 new ones, gave them weapons made specifically for them, removed all the starting skills but gave them 8 skill points at the start so that you can decide all your character's skills no matter what class you chose. Also gave them proficiencies in two types of weapons and 200 gold to start.

The new classes are:

Soldier, +7 strength +1 agility, +90 polearms +60 one-handed
Monk, +6 strength +2 agility, +90 throwing +60 two-handed
Barbarian, +5 strength +3 agility, +90 two-handed +60 bows
Swordsman, +4 strength +4 agility, +90 one-handed +60 throwing
Tribesman, +3 strength +5 agility, +90 bows +60 polearms

-Made character death permanent (so chose your saving option wisely). I think this makes gameplay a lot more exciting, every battle won, every item found, every denar earned is worth more that way. I might reverse this change depending on the feedback, so please tell me if you like it better or worse that way (having tried it first).

Fri, May-05-2006

1.3 fix
-Gave starting characters 10 skill points instead of 8.

Fri, May-05-2006

1.31
-Permanent character death removed.

Sun, May-07-2006

1.40
(installs in separate folder from previous version, new game required)
-Castle attack bug is again fixed (wasn't working in 1.3)
-Slight adjustments to medium power weapons and armor.
-Rebalanced horse riding skill requirements, mostly lowered for lighter horses. Sumpter horses set to 0 riding.
-In the bonus chests replaced samurai gear with some special items.
-Raised Borcha's starting level so that he can train troops right away, increased his stats.
-Improved soldier's blade.
-Added three new items.
-Added savages and master hunters to bandit and hunter parties. (remember you can pay them off to avoid fighting)
-Added two new troops in the sea raider line, viking warriors and viking horsemen.
-Increased fishermen level, now they will give more experience and upgrade to sea raiders faster.
-Increased levels of hunters, Ahab, mountain warriors, wanderers, and pilgrims. They will all give more experience now.
-Reduced starting class skill points to eight and added starting skills to the classes:
All classes get +1 to leadership, prisoner managment, tactics, pathfinding, weapon mastery, tracking.
Tribesman has +2 athletics, +1 power draw, +1 wound treatment.
Soldier has +1 shield, +1 weapon mastery, +1 ironflesh, +1 tactics.
Barbarian has +2 power strike, +1 ironflesh, +1 first aid.
Monk has +2 ironflesh, +1 power strike, +1 surgery
Swordsman has +2 weapon mastery, +1 athletics, +1 spotting.

Sun, May-07-2006

1.41
-Fixed bug where viking horsemen would spawn and not move at all.
-Fixed viking weapon model.

Mon, May-08-2006

1.45 (compatible with 1.41 savegames)
-Zendar arena completely reworked. It is now a source of about 5 times more experience and weapon skills, but you have to pay to participate in the fight (30 gold). Redone some equipment sets for participants, the advantages and disadvantages of each set of equipment is much more pronounced now. Please leave feedback on this new arena.
-Some item strength requirements fixed.
-Vaegir archers given better bows.
-River pirate quest gives more gold.
-Fishermen parties grow faster as you level up.

Mon, May-08-2006

1.46
(older save games compatible)
-Adjustments to arena. Cost increased, archers toned down.

Fri, May-12-2006

1.47
-Changes to the arena:
Added poleaxe to the arsenal.
Increased walking and swing speed of enemy fighters (start new game to make this work, without it the arena isn't hard enough I think).
Only blows to the head are lethal now. This makes matches a little longer, duels with AI fighters more interesting, and introduces a dramatic knock-back effect.
Archers have more arrows.
Cost increased to 100 gold.
Reward for victory increased to 200 xp and 70 gold.

Thu, May-18-2006

1.50
-Added two new troops using pistols with improved smoke effects
-Added a new party of the new troops, with new prisoner
-Added various troops besides peasants to be hired in the taverns
-Added several new items, rapiers, helms, swords
-Added distinctive helmets to Vaegir, Swadian cavalry and outcasts
-Added a special horned helmet to the secret chests
-Gave captured barbarians different sword
-Improved Vaegir agility, hit points and head armor slightly
-Fixed Vaegir mounted archers, they had 0 power draw
-Reduced onyx ammo
-Added the terrain textures from texture pack

Sat, May-20-2006

1.60
- Added 3 new troops and 1 new party (colonizing forces)
- Added lots of troops to be hired in taverns
- Added 1 new troop to outcast line and party
- Added several new items, big thanks to Yoshiboy and luigi
- Added thrown spear to arena arsenal
- Improved arena lancers
- Replaced battle map desert texture with world map desert
- Made noblmen into hero troops to prevent killing
- Decreased amount of food
- Onyx parties no longer slowed down by prisoners

Sat, May-20-2006

1.61
-Fixed bug with muskets.
-Musketeers should be easier now.

Tue, May-23-2006

1.9 [new game required]
-Typo in the name of the mod fixed.
-Removed musketeers
-Removed extra troops from taverns
-Added 9 new horses
-Added several new items, including top quality axes and armor.
-Added 12 new troop types in 5 new parties to fight
-Added onyx leader troop
-Made castles harder to capture
-Added new gameplay element: Defeating especially hard parties will yield battle trophy objects which can be taken to the constable in Zendar and he will reward the player with a large chunk of experience for every trophy.
-Added one other thing, it's large, you'll notice it soon enough :D

Big thanks to messenger and Yoshiboy for helping me out with some parts.


Tue, Jun-06-2006

2.0
Savegames may be incompatible with 1.9, backup your 1.9 version if you want to import your old character.
- Added around 30 new items to be bought or looted. Big thanks to fisheye for his armor texture.
- Rebalanced the desert walkers and feudal armies.
- Added one new army to fight.
- Adjusted some item stats and unit equipment.
- Added 7 types of trophies to collect. Each one can be exchanged for experience or
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Comments
IP: logged
 Re: Expanded Gameplay mod  » posted by Chico on May 01, 2006, 09:18:29 pm
Hi It`s this first time for me to try mods so can you please tell me where do i have to put these files ? thank you ...
IP: logged
 Re: Expanded Gameplay mod  » posted by Lo-key on Jan 09, 2008, 07:10:28 pm
No downloading this... or what?
IP: logged
 Re: Expanded Gameplay mod  » posted by callum197 on Mar 22, 2010, 11:36:00 am
Chico wrote:
Hi It`s this first time for me to try mods so can you please tell me where do i have to put these files ? thank you ...
m and b folder
modules
put folder in there
:pint:
IP: logged
 Expanded Gameplay mod (v 2.11)  » posted by OMGIEATBRAINSHAHA on May 23, 2010, 05:46:48 pm
Sweet, expanded gameplayI! I'll need 0.751 to play the first mod in the EG series.
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