Whoo I Really Hope This Pulls Through For Me. Please comment, rate, and subscribe. Dec 14, 2015 Mount and Blade: Warband - Mount and Empire v1.4 Beta Full; Mount and Blade: Warband - Brytenwalda v1.41 Patch; Mount and Blade: Warband - Calradian Dynasties v0.03 Full; Mount and Blade: Warband - Ego Veni Vidi Vici v0.47 Full; Mount and Blade: Warband - Call of the Kings v1.6 Full; Mount and Blade: Warband - Romae Bellum 3.0 Full; Mount. Anno Domini 1257 SPANISH. This mod attempts to reflect the reality of 13th century Europe. The starting point of the journey is year 1257 AD and attempts to be as historically accurate as possible. From this point on the player and NPC lords shape this land and fight for supremacy and control of the continent. 39 videos Play all Mount and Blade Warband Anno Domini 1257 OST theChaosEngineer1; Tempus est Iocundum 'Codex Buranus, 179' - Duration: 3:59. Sh4m69 Recommended for you. Can someone please explain crusades in 1257 AD? And I just tried to switch back to the Papal States, but when I did all of my fiefs stayed as crusader states, will I ever get them back while in the popes service?
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/AnnoDomini1257
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Anno Domini 1257 (also known as 1257 AD) is a Mount & Blade: Warband mod, centered on the Europe in the middle of the XIIIth century. It features more than forty factions (from the major ones like France, England, Venice, Castile, Holy Roman Empire, etc., to several more minor ones). It takes place in Europe from South of Scandinavia to Mediterranean coast, and from Portugal to West of Russia. It also features the British Isles, North Africa, and Middle East (remains of the Byzantine Empire, Latin Crusader States, Seljuk Empire..).
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Other important gameplay changes include the possibility to cross the sea by boats and to fight on sea when two antagonist parties (enemy faction or brigands) meet on the sea, the possibility to start as a lord (or even a king) right at character's creation, the Freelancer minimod, a reworking of the recruitment system ('lance recruitment system'), troop trees being culture-based instead of each faction having its own unique roster, and an optional permadeath feature for lords and kings.
Playable factions
The 'starting territory' is an approximate equivalent refering to modern borders and cities.- Crown of Aragon
- Culture: Iberian
- Starting territory: North-eastern Spain and Perpignan
- Starting diplomatic situation: At peace
- Crusader States
- Culture: Crusader
- Starting territory: Cyprus, eastern Mediterranean coast between south-eastern Turkey and Jaffa, and the Krak des Chevaliers
- Starting diplomatic situation: At war with the Mamluk Sultanate
- Curonians
- Culture: Baltic
- Starting territory: Baltic coast of Latvia and Lithuania
- Starting diplomatic situation: At peace
- Emirate of Granada
- Culture: Andalusian
- Starting territory: Southern Spain (south of the Guadalquivir)
- Starting diplomatic situation: At war with Kingdom of Castille and Kingdom of Portugal
- Gaelic Kingdoms
- Culture: Gaelic
- Starting territory: Two third of Ireland (minus the south and eastern coast), including Northern Ireland
- Starting diplomatic situation: At war with Kingdom of Norway
- Ghibellines
- Culture: Italian
- Starting territory: Around Verona, Siena, and Cremona
- Starting diplomatic situation: At war with the Guelphs
- Golden Horde
- Culture: Mongol
- Starting territory: Eastern Ukraine, Crimea, south-western Russia
- Starting diplomatic situation: At war with Kingdom of Hungary and Polish Principalities
- Guelphs
- Culture: Italian
- Starting territory: Around Milano, Bologna, and Firenze
- Starting diplomatic situation: At war with Ghibellines
- Hafsid Dynasty
- Culture: Marinid
- Starting territory: Eastern Algeria, Tunisia, western Libya
- Starting diplomatic situation: At peace
- Holy Roman Empire
- Culture: Western European
- Starting territory: Germany, Austria, Switzerland, Belgium, Netherland, and parts of eastern France
- Starting diplomatic situation: At peace
- Il-khanate
- Culture: Mongol
- Starting territory: Middle and eastern Turkey, inland Lebanon
- Starting diplomatic situation: At war with the Mamluk Sultanate
- Jotvingians
- Culture: Baltic
- Starting territory: Portions of inland Poland, Lithuania, and Belarus
- Starting diplomatic situation: At peace
- Kingdom of Bohemia
- Culture: Western European
- Starting territory: Czech Republic
- Starting diplomatic situation: At peace
- Kingdom of Bulgaria
- Culture: Balkans
- Starting territory: Bulgaria
- Starting diplomatic situation: At peace
- Kingdom of Castille
- Culture: Iberian
- Starting territory: North and central Spain
- Starting diplomatic situation: At war with the Emirate of Grenada
- Kingdom of Denmark
- Culture: Nordic
- Starting territory: Denmark, south-western coast of Sweden, northern Estonia
- Starting diplomatic situation: At peace
- Kingdom of England
- Culture: Western European
- Starting territory: England, Wales (minus the northern part), Irish eastern coast, southwest France (around Bordeaux)
- Starting diplomatic situation: At war with the Welsh
- Kingdom of France
- Culture: Western European
- Starting territory: Roughly Modern France minus the Bordeaux area, Perpignan, Alsace, Lorraine, and Corsica
- Starting diplomatic situation: At peace
- Kingdom of Halych-Volynia
- Culture: Rus
- Starting territory: Western Ukraine
- Starting diplomatic situation: At peace
- Kingdom of Hungary
- Culture: Western European
- Starting territory: Hungary and northern Balkans
- Starting diplomatic situation: At war with the Golden Horde
- Kingdom of Lithuania
- Culture: Baltic
- Starting territory: Inland Lithuania and western Russia
- Starting diplomatic situation: At peace
- Kingdom of Navarra
- Culture: Western European
- Starting territory: Northeastern Spain around Pamplona
- Starting diplomatic situation: At peace
- Kingdom of Norway
- Culture: Nordic
- Starting territory: Norway, Isle of Mann, islands north of Scotland
- Starting diplomatic situation: At war with Gaelic Kingdoms and Kindgom of Scotland
- Kingdom of Portugal
- Culture: Iberian
- Starting territory: Portugal
- Starting diplomatic situation: At war with the Emirate of Grenada
- Kingdom of Scotland
- Culture: Scottish
- Starting territory: Scotland minus the islands
- Starting diplomatic situation: At war with the Kingdom of Norway
- Kingdom of Serbia
- Culture: Serbian
- Starting territory: Serbia and Montenegro
- Starting diplomatic situation: At peace
- Kingdom of Sicily
- Culture: Italian
- Starting territory: Southern continental Italy and Sicily
- Starting diplomatic situation: At peace
- Kingdom of Sweden
- Culture: Nordic
- Starting territory: Sweden (minus southwestern coast) and Finland
- Starting diplomatic situation: At war with the Novgorod Republic
- Latin Empire
- Culture: Italian
- Starting territory: Greece (minus Thessalonica and Crete) and the European part of Turkey (including Constantinople/Istanbul)
- Starting diplomatic situation: At war with the Roman Empire of Nicaea
- Mamluk Sultanate
- Culture: Mamluke
- Starting territory: Eastern Libya, Egypt, Sinai, southern Israel (including Jerusalem), and inland Syria
- Starting diplomatic situation: At war with the Crusader States and the Il-khanate
- Marinid Dynasty
- Culture: Marinid
- Starting territory: Morocco and western Algeria
- Starting diplomatic situation: At peace
- Novgorod Republic
- Culture: Rus
- Starting territory: Western Russia
- Starting diplomatic situation: At war with the Kingdom of Sweden and the Teutonic Order
- Polish Principalities
- Culture: Western European
- Starting territory: Poland
- Starting diplomatic situation: At war with the Golden Horde
- Prussians
- Culture: Baltic
- Starting territory: Baltic inland
- Starting diplomatic situation: At peace
- Republic of Genoa
- Culture: Italian
- Starting territory: Genoa and Corsica
- Starting diplomatic situation: At war with the Republic of Pisa
- Republic of Pisa
- Culture: Italian
- Starting territory: Pisa
- Starting diplomatic situation: At war with the Republic of Genoa
- Republic of Venice
- Culture: Italian
- Starting territory: Venice, Croatia, and Crete
- Starting diplomatic situation: At peace
- Roman Empire of Nicaea
- Culture: Byzantine
- Starting territory: Western Turkey (minus the European part), Thessalonica
- Starting diplomatic situation: At war with Latin Empire
- Samagotians
- Culture: Baltic
- Starting territory: Inland Baltic area
- Starting diplomatic situation: At peace
- Teutonic Order
- Culture: Teutonic
- Starting territory: Two non-contiguous territories, in Estonia and East Prussia
- Starting diplomatic situation: At war with the Novgorod Republic
- The Papal States
- Culture: Italian
- Starting territory: Roma and Ancona
- Starting diplomatic situation: At peace
- Welsh
- Culture: Welsh
- Starting territory: Northern third of Wales
- Starting diplomatic situation: At war with the Kingdom of England
More information and download links are here.
Free winning eleven 8 setup. Compare with Europe 1200, another Mount & Blade: Warband mod set in European High Middle Ages. Unrelated with the Anno Domini series.
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For tropes unchanged from the unmodded game, refer to the Mount & Blade page.
Anno Domini 1257 Provides Examples Of:
- Alternate History: Since it's a history-set wide-open strategy game, the story will quickly becomes ahistorical thanks to AI's random decisions and the player's own actions. For instance, an unification of Spain or Italy centuries before the real one, a reconquest of its former territories by the remains of the Byzantine Empire, etc. can be done by a skilled player.
- Aluminum Christmas Trees:
- The starting ruler of the Holy Roman Empire is a certain Richard of Cornwall. As surprising as it may seem, Richard of Cornwall is a real person and in real life this Germanic Empire was really led by an English noble at the time.
- French and German players may be baffled to notice a town named 'Straßburg' belonging to the Holy Roman Empire, located halfway between Vienna and Venicenote . It's the historical, original name of Strasbourg, a city nowaday located in France next to the German border, and which was German for a very long time; though the town in the mod is actually a real, yet much more obscure, Austrian town located in the Alps.
- Artistic License – History:
- In real life, while nominally under French rule, at the time the Duchy of Brittany was so autonomous it was de facto independant. In the mod, Brittany is entirely part of Kingdom of France.note
- The starting ruler of the Republic of Novgorod is Alexander Nevsky. The mod starts at the exact time his reign was on hiatus (he ruled from 1236 to 1240, then from 1241 to 1256, then in 1258-1259).
- The Crusader States are represented ingame as a single, united faction. In real life, the territory occupied by this faction should be divided in four independant factions (Principality of Antioch, County of Tripoli, Kingdom of Jerusalem, and Kingdom of Cyprus), and also includes territories which belonged to the unrelated Armenian Kingdom of Cilicia. The faction's unit roster contains regional troops based on the various historical Crusader states, thoughnote . Their starting ruler is Jean d'Ibelinnote , who historically belonged to the Kingdom of Jerusalem.
- Speaking of the faction.. Ingame, their starting marshall is Hugues II de Lusignannote , who is a white-headed, bearded man, and his stats mention he's 61. The real Hugh II of Cyprus was 4 years old in 1257.
- At game creation, there's an optional feature allowing each faction to start the campaign already at war with its neighbours. The feature's description points it's completely ahistorical.
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- Badass Preacher:
- Being technically a lord, the Pope will lead his troops on the battlefield and fight among them. There's also some bishops and archbishops as lords of a few other catholic factions, notably the Teutonic Order.
- The monk companion is supposed to serve as the medic of the party, but in practice he will take part in battle.
- Bloodier and Gorier:
- Contrary to the Vanilla Mount & Blade: Warband, soldiers offed with a killing blow dealing a lot more damage than their remaining hitpoints can be beheaded or dismembered.
- Some screens are based on actual medieval artworks depicting battle scenes, with blood and gore added. For instance, one loading screen includes a knight chopped at the waist, with his guts spilling through the wound.
- Church Militant:
- Hospitalier and Templar Knights are available among the Crusader States' troop roster.
- The Teutonic Order is a fully playable, independant faction. Its starting territory is split in two parts, in Prussia (around Koenigsberg) and Livonia (around Riga).
- Combat Medic: The monk follower class is intended to be used like this (they start with a few points in the medical skills).
- Crutch Character: Mercenaries are this when playing with the lance recruitment system enabled. Before becoming a lord, they are the only type of units available and are quite cheap. Once you become a noble, you're able to hire troops from your fiefs and the mercenaries's wages is greatly increased.
- Early Game Hell: Choosing to start as part of the Welsh faction. Not only Welsh is at war with England at start of the campaign, but England starts with a lot more territory, lords, and armies. Oh, and Welsh stuck between the sea and England-controlled territories. There's a reason Welsh is often wiped out early if played by the AI. The option which makes everyone at war with their neighbours at campaign's start makes a Welsh campaign a bit less hard, because England is involved in other wars and can be distracted elsewhere, reducing the military pressure.
- Friend or Foe: Troop trees aren't divided by factions but by culture. Due to belonging to the same culture, some factions employ the same exact units, and beside the floating icon above your allies' heads, the only way to differentiate friends from foes on such a battlefield is to check their heraldic shields (if the unit carries one..). For instance, France, Holy Roman Empire, England or Hungary all belong to the 'Western Europe' culture, and field exactly the same units. That being said, this mistake would only have consequences when using ranged attacks (Mount & Blade: Warband doesn't have a friendly fire option for melee attacks).
- The High Middle Ages: The setting of the mod (including places and factions from The Crusades). As the title implies, the starting date is 1257.
- Historical Domain Character: Every starting faction ruler and lords, though they can die in ahistorical circumstances and be replaced by randomly generated characters. Players may recognize a few famous names, like Louis IX, Alexander Nevsky, Henry The Third, Hulagu Khan and Berke Khan (Genghis Khan grandsons), Alfonso X of Castile..
- Horse Archer: Arab, Turk, and Mongol factions field many of them.note
- Killed Off for Real: An optional feature adds a small chance lords (including kings, with an even smaller chance) can be killed on the battlefield; it also allows to start assassination plots against them.
- Mythology Gag: The starting date of '1257' is also the starting date in the fictional calendar used in the Constructed World of the Vanilla campaign.
- Non-Indicative Name: 'Western Europe' culture doesn't include every faction from Western Europe (Welsh, Iberian, Italian, etc. have their own cultures). It's also the culture of Bohemia and Hungary.
- Perspective Flip: Anno Domini 1257 includes the Freelancer minimod, which allows to play as a mook in a lord's army (instead of leading said army).
- Private Military Contractors: Like in Vanilla, you can play as this if you're not a vassal; one of the beginning option ('mercenary captain') makes you start with a couple level and some troops instead of having to form your warband from scratch. Also, mercenaries troops are available as recruits, some AI-controlled parties of them patrols around settlements, and they occasionally spawn as always hostile parties (according to an event, those ones turned to banditry because of unemployment).
- Shout-Out: One of the possible names for automatically generated lords is Ulrich von Liechenstein.
- Shown Their Work:
- The optional lance recruitment system aims to recreate how army recruitment worked for medieval kings and feudal lords (non-lords are only able to use mercenaries). In settlements you own, you can raise a 'lance', which grants a random number of troops from each tier of the troop treenote . You can even disband lances and hire them again later.
- Unemployed mercenaries turning to banditry was an actual issue during the Middle Ages.
- The Smurfette Principle: You can create a female player character. Not counting the anonymous female commoners wandering in towns and villages, there are female named NPCs (female relatives of kings and rulers), but the player character will be the only female lord in the game.
- Support Party Member: Initially available companions (recruited in towns) are divided between five classes, each of them starting with points in party skills: pathfinder, trader, monk (medic), engineer, and trainer. You can only hire one of each class. There's also three other companions (which require to be a lord and own land to be met and hired), but they don't have starting specialization.
- The Theocracy: The Papal States faction, which rules a few territories in central Italy (around Roma and Ancona). The faction ruler is the Pope.
- Unstable Equilibrium: As in Vanilla, the more territories your faction controls, the more rich and powerful it is, and more potential troops are available, further making conquest even easier.. Then, if both 'lords permadeath' and 'random new lords generation' features are enabled, a faction losing battles will lose territories and may randomly lose its lords (since each lord leads an army and can besiege settlement, each lord lost can strongly weaken a faction), while the winning faction will get new lords granted by the AI to manage the new fiefs they just conquered. In other words, those features combined weaken faster the losing side of a conflict while the winning side will grow more powerful even quicker than in Vanilla.
- Vestigial Empire:
- At the start of the mod, the Roman Empire of Nicaea (i.e. the Byzantine Empire) only controls a small territory around Thessalonica and the Western part of Turkey; they lost Constantinople (their former capital) and most of Greece during the Fourth Crusade (said territory is now controlled by another faction, the Latin Empire).
- The Golden Horde and the Il-khanate are two successor states born from the division of the Mongol Empire built by Gengis Khan.
- In 1257, the Crusader States have lost many of the territories they owned when they were founded. The Kingdom of Jerusalem was founded around, well, Jerusalem, which has been definitively lost to the muslims a few decades earlier.
Index
This mod attempts to reflect the reality of 13th century Europe. The starting point of the journey is year 1257 AD and attempts to be as historically accurate as possible. From this point on the player and NPC lords shape this land and fight for supremacy and control of the continent.
You may not use any part of this mod without obtaining permission from the original author in any works, free or commercial, unless otherwise specified.
Current version: 0.95pre 10
0.95Pre 10 is old and not supported anymore! Most bugs found in pre version are fixed in the development version!
Development(SVN) version is found here: http://forums.taleworlds.com/index.php/topic,169881.0.html
Available factions:
1. Kingdom of France
2. Kingdom of England
3. Kingdom of Scotland
4. Gaelic Kingdoms
5. Holy Roman Empire
6. Kingdom of Hungary
7. Duchies of Poland
8. Kingdom of Denmark
9. Kingdom of Norway
10. Kingdom of Sweden
11. The monastic state of Teutonic Knights
12. Kingdom of Lithuania
13. The Mongol Empire
14. The Republic of Novogorod
15. Kingdom of Halych and Volhynia
16. Kingdom of Portugal
17. Kingdom of Aragon
19. Crown of Castile
20. Emirate of Granada
21. Papal States
22. Roman Empire of Nicaea
23. Crusader States (Cyprus, Antioch, Kingdom of Jerusalem etc)
24. Kingdom of Sicily
25. Mamluk Sultanate
26. The Latin Empire
27. Ilkhanate
28. Hafsid Dynasty
29. Kingdom of Servia
30. 2nd Bulgarian Empire
31. Marinid Dynasty
The mod currently requires Warband 1.131 (or above) and it is to be considered in alpha stage. Bug reports and suggestions are welcome!
Special thanks for help and contributions (in alphabetical order), team members past and current:
Akmar Nibelung
Al_Mansur
Amundr
Aule_the_Creator
Brador
Cèsar de Quart
Cebullus
Derra
Count Roland
CounterPoint391
CrazyIvan
Dorenno
DrTomas
Ermus
HolyOne
IK00NI
Jean Plassy
kuauik
kurunt
Latinikon
LDKSoldier
Life_Erikson
nickdean10
NikeBG
ntb_15
Papa Lazarou
pirateblade
PeterSVK
Rath0s
RoyalQuiche
Rule zum Rabensang
Sahran
Schimdt975
Sidus Preclarum
Skandinav
Stinus
Tei
Urlik
Waffenbaum
Yamabusi
warmonger1
(to be updated)
Other included works (in no particular order)
GutekFiutek - polished landscapes
Faradon - helms and weapons
DejaWolf - helms, axes, spears
Talak - weapons and helms
Checkmaty - more metal sounds sound pack
Adorno - ambient soundtrack, castles
Ron Losy - realistic combat model
the OSP project - helms and weapons
Rubik - script ideas
Siege pack by the Lords and Realms team
Spanky, original author of 1257 AD
Bembelrocker, Uggggh (I have to look this name up), German translation
Diplomacy mod - more info here
commonwealth.pl - music
Janus - installer script
Motomataru - AI scripts and soon, hopefully, formations
Rath0s - long axe models and heater shield
Polished Skyboxes
Akmar Nibelung - French translation
Installation
Run the installer, specify the correct directory if necessary. Get the music pack and extract it in the module's directory.
Goals
- historically correct map with accurate trade routes
- historically accurate persons
- historically accurate castles
- realistic and engaging combat
- AI and player armies that reflect the reality of 13th century, no top tier troop armies, peasants and low trained troops are your basic soldiers. For the AI this is implemented through how they recruit soldiers, for the player upkeep help to enforce this rule.
- knight/nobility armour is unique. Each knight has a unique costume with a matching barded horse, each lord has a historically accurate coat of arms which is displayed on his equipment (wherever historical information has been found)
- visually pleasing environment
Anno Domini Mod Warband
Would you like to help?
1257 Ad Warband
I could use help with the following:
- historical research
- textures
- models
- suggestions
- translations - you can download the translator package here
Help us make it a great mod!
Current issues
- fief assignment is still not correct
- some coat of arms and surcoats don't match
Changelog:
changed patch 0.10
- ported to module system v 1.131
- morale penalties for mixing troops of different religions/cultures.
- Kingdom of Navarra removed
- Papacy no longer an active faction, ie. it does exist but it cannot attack or be attacked.
- mercenary contract expiry date added to the budget report
- pay day date added to the budget report
- peasant rebellions will be less frequent, if one breaks out and is put down another one will not break out for a month
- fixed autoloot bugs
- added troop trees documentation
- more bandits and lairs, now properly spread around the world as it was supposed to be
- adding kuauik's stuff (in progress)
- tavernkeepers can send messengers to companions and have them come to their tavern and wait for you to hire them
- some new mercenaries - genoese crossbowmen - available in Genoa, varangian guard - Constantinople when it's under the control of the Byzantine Empire
- equipment changes by Skandinav
- new helmets, various types
- formations added for the AI and player
- additional castles by DrTomas, Lehmsal and Dorpat.
- Andalusian castle props added, make some scenes please
- Granada reinforcement waves reduced by 25%
- lances and other polearms can break now (only affects regular troops and only for the duration of the battle)
- different composition of recruitment waves for different factions, ie. English get more archers, French more knights, etc. So now even if the troop tree is the same the composition of the armies will be different.
- after death cam, free camera mode now available as well, mouse scroll up and down switch between your troops, WASD keys switch to free cam mode and let you view the battlefield freely
- map updated big time
- lots and lots of textures from kuauik, Cumans, Arabian stuff, lots and lots of stuff
- banners with proper heraldry for most factions now
- map performance better
- item pricing and stat changes (good quality items very expensive)
- new models for long axes by Rath0s
- new heater shield model by Rath0s
- settlements for France redone
- some settlements moved around
- 'plastic' spear shafts look like wood now
- faction religion now shows in the 'notes' window
- shield skill capped at 0
- powerdraw skill capped at 2 (still thinking about this, I can't balance bows properly with this skill in effect)
- powerdraw requirements removed from bows
- troops no longer have a 'shield' skill, that means the 'force field' is gone
- roads, they're flat now and much wider, they don't seem to attract the player anymore
- scenes by kuauik, Acre and Mann, I didn't add the arena scenes yet, planning to
- all of CounterPoint's swords are in game now
- heraldic lance added but not finished
- you can now sail freely anywhere (there are some limits but most seas are open), disembark points are marked with boats with lowered sails, if you want to be a pirate these are your choke points for caravans
changed patch 0.9
- multiple bug fixes
- great many textures by kuauik added
- Treyden scene by DrTomas
- Byzantine troop tree
- placeholders gone
- lords given new faces
- Skandinav's equipment changes merged (not all of it yet sorry)
- module system upgraded to 1.127
- polished landscapes added
- robber knight lairs fixed finally
- patrol dialogues fixed
- siege engine speed increased
- troop wages decreased 25%
- travel speed scripts reenabled, game time moves faster
- effect of religion reduced somewhat
- outdoor battle scene sizes increased
- number of lords reduced
- morningstar model replaced with native and the weapon sped up
- spears sped up 25%, hopefully that will make them better..
changed patch 0.8
- fixed family structures finally
- added Marinid Dynasty, Bulgarian Empire and Kingdom of Servia
- added settlements for factions that still lacked a few
- named a whole bunch of lords
- fixed a whole bunch of scenes
- reintegrated Diplomacy, again
- faction religions and religious differences are a big factor now
- caravan routes for factions that didn't have them
- peasant rebellions
- ability to recruit deserters
- patrols, prisoner trains and messengers
- more performance tweaks
- Cesis (Wenden) and Arensburg scenes by DrTomas added, these are fun to siege or defend!
- archery way more powerful now
- economy more or less fixed
- new font that supports many characters, not very pretty but it will have to do
- fixes for some castle scenes
- map tweaks (don't hate me Schmid975)
- lowest tier European cavalry have a chance to use crossbows, no more bows for them
- Lithuanian shields and helms by LDKsoldier added
- spears now use models by Dejawolf
- destrier charge bonus fixed
- some pricing fixes
- some weapons made faster
- and more stuff I don't remember
NOT SAVE COMPATIBLE
changed patch 0.7
- slow loading problem fixed
- stuttering, mostly fixed
- diplomacy mod removed again and probably for good, too many features that clash with what I want to do
- some more of Kuauik's and Kurunt's works available now
- reimplemented 'localized' conflicts again
- added some environment mod, forget the name and will look it up for credits
- added LDKsoldier's Balt helmets (thanks!)
- added the 'quick scene loader' mod to help with scene design
NOT SAVE COMPATIBLE
changed patch 0.6
- module system upgraded to 1.125
- fixed Cairo and Alexandria city scenes
- fixed a few issues with sea battles
- merchants will carry items appropriate for the town's region
- updated native castle scenes with those from 1.125
- made most of factional items available for purchase in the corresponding faction's cities
- deployable pavise for the player (can't use this for bots), find a shield called 'Pavise', use 'g' to deploy it.
most likely NOT save compatible, sorry.
changed patch 0.5
- upgraded to MS 1.123
- added a large amount of kuauik's textures
- diplomacy upgraded to 2.0
- reduced the number of bandits and took out traveling speed tweeks from patch 0.4 to improve performance, it should grind to a halt less frequently now.
- map updated by Schmid975 (thanks!)
- excellent sea battle scene by DrTomas
- castles from Adorno's castle pack
changed patch 0.4
- 13 factions added (Kingdoms of Portugal, Aragon, Navarra, Crown of Castile, Emirate of Granada, Papal States, Roman Empire of Nicaea, Crusader States, Kingdom of Sicily, Mamluk Sultanate, The Latin Empire, Ilkhanate, Hafsid Dynasty)
- 1 troop tree
- new 'whom will you serve' screen
- recruit one or all available recruits from village/town/castle
- new battle AI for land battles
- sea battles, not finished
- added some new textures by kauauik
- crusade mode when Jerusalem captured, not finished
- diplomacy mod reintegrated
- HRE settlements/lords finalized
- French settlements moved
- missing upgrade paths fixed
- multiple veteran archer entries fixed
- movement speed when traveling by sea trippled
- movement speed when traveling by road doubles (roads are 'steppe' terrain type so this bonus also applies to steppe)
- tweaked how time passes again
- added a new menu 'mod options' under 'take an action' while camping, you can change travel speed there if you like
- some bugs fixed and some added
The number of changes is starting to make the 'patch' just too big, next release will be the full installer again.
NOT SAVE COMPATIBLE
changed patch 0.3
- Scandinavian settlements - completed
- Lithuania, Novgorod etc - completed
- some new banners
- scene files added
NOT SAVE COMPATIBLE
changed patch 0.2
- added some unfinished factions
- restored travel speeds to what they were
- added plenty of bugs
- and fixed some too
NOT SAVE COMPATIBLE
changed patch 0.1
- fixed starting village assignment
- tavern keepers will give information on the whereabouts of companions (you can ask once every 24hrs)
- added templar troop tree (not recruitable yet)
- added modified dialogues and companions from tk_klondke
- increased the number of lancers mongols get
- increased the number of recruits from villages/towns/castles
- probably more I don't remember right now
- movement speed on the map reduced 50%
NOT SAVE COMPATIBLE
Changes 0.93-0.94
- further reduced wages
- removed restrictions on AI lords as far as troop composition goes
Changes 0.92-0.93
- troop tree fixes
- lower wages
- some new textures
Changes 0.91-0.92
- critical fix for faction slots, very important!
Changes 0.9-0.91
- troop trees overhauled
- balance changes (money, army composition, equipment etc)
- regional recruitment
- bug fixes
- and a lot more
Changes 0.8-0.9
Please note these changes are NOT save file compatible, you will need to start a new game (export and then import your old character, sorry).
- ported to MS 1.113
- many fixes
- many new textures
- world map performance should be much better
- battle performance should be much better
- unit upkeep costs are increased not as much as for M&B but still significantly higher
- mercenaries are now more expensive to hire (much more so) their wages are also double those of faction troops
- ported to module system v 1.131
- morale penalties for mixing troops of different religions/cultures.
- Kingdom of Navarra removed
- Papacy no longer an active faction, ie. it does exist but it cannot attack or be attacked.
- mercenary contract expiry date added to the budget report
- pay day date added to the budget report
- peasant rebellions will be less frequent, if one breaks out and is put down another one will not break out for a month
- fixed autoloot bugs
- added troop trees documentation
- more bandits and lairs, now properly spread around the world as it was supposed to be
- adding kuauik's stuff (in progress)
- tavernkeepers can send messengers to companions and have them come to their tavern and wait for you to hire them
- some new mercenaries - genoese crossbowmen - available in Genoa, varangian guard - Constantinople when it's under the control of the Byzantine Empire
- equipment changes by Skandinav
- new helmets, various types
- formations added for the AI and player
- additional castles by DrTomas, Lehmsal and Dorpat.
- Andalusian castle props added, make some scenes please
- Granada reinforcement waves reduced by 25%
- lances and other polearms can break now (only affects regular troops and only for the duration of the battle)
- different composition of recruitment waves for different factions, ie. English get more archers, French more knights, etc. So now even if the troop tree is the same the composition of the armies will be different.
- after death cam, free camera mode now available as well, mouse scroll up and down switch between your troops, WASD keys switch to free cam mode and let you view the battlefield freely
- map updated big time
- lots and lots of textures from kuauik, Cumans, Arabian stuff, lots and lots of stuff
- banners with proper heraldry for most factions now
- map performance better
- item pricing and stat changes (good quality items very expensive)
- new models for long axes by Rath0s
- new heater shield model by Rath0s
- settlements for France redone
- some settlements moved around
- 'plastic' spear shafts look like wood now
- faction religion now shows in the 'notes' window
- shield skill capped at 0
- powerdraw skill capped at 2 (still thinking about this, I can't balance bows properly with this skill in effect)
- powerdraw requirements removed from bows
- troops no longer have a 'shield' skill, that means the 'force field' is gone
- roads, they're flat now and much wider, they don't seem to attract the player anymore
- scenes by kuauik, Acre and Mann, I didn't add the arena scenes yet, planning to
- all of CounterPoint's swords are in game now
- heraldic lance added but not finished
- you can now sail freely anywhere (there are some limits but most seas are open), disembark points are marked with boats with lowered sails, if you want to be a pirate these are your choke points for caravans
changed patch 0.9
- multiple bug fixes
- great many textures by kuauik added
- Treyden scene by DrTomas
- Byzantine troop tree
- placeholders gone
- lords given new faces
- Skandinav's equipment changes merged (not all of it yet sorry)
- module system upgraded to 1.127
- polished landscapes added
- robber knight lairs fixed finally
- patrol dialogues fixed
- siege engine speed increased
- troop wages decreased 25%
- travel speed scripts reenabled, game time moves faster
- effect of religion reduced somewhat
- outdoor battle scene sizes increased
- number of lords reduced
- morningstar model replaced with native and the weapon sped up
- spears sped up 25%, hopefully that will make them better..
changed patch 0.8
- fixed family structures finally
- added Marinid Dynasty, Bulgarian Empire and Kingdom of Servia
- added settlements for factions that still lacked a few
- named a whole bunch of lords
- fixed a whole bunch of scenes
- reintegrated Diplomacy, again
- faction religions and religious differences are a big factor now
- caravan routes for factions that didn't have them
- peasant rebellions
- ability to recruit deserters
- patrols, prisoner trains and messengers
- more performance tweaks
- Cesis (Wenden) and Arensburg scenes by DrTomas added, these are fun to siege or defend!
- archery way more powerful now
- economy more or less fixed
- new font that supports many characters, not very pretty but it will have to do
- fixes for some castle scenes
- map tweaks (don't hate me Schmid975)
- lowest tier European cavalry have a chance to use crossbows, no more bows for them
- Lithuanian shields and helms by LDKsoldier added
- spears now use models by Dejawolf
- destrier charge bonus fixed
- some pricing fixes
- some weapons made faster
- and more stuff I don't remember
NOT SAVE COMPATIBLE
changed patch 0.7
- slow loading problem fixed
- stuttering, mostly fixed
- diplomacy mod removed again and probably for good, too many features that clash with what I want to do
- some more of Kuauik's and Kurunt's works available now
- reimplemented 'localized' conflicts again
- added some environment mod, forget the name and will look it up for credits
- added LDKsoldier's Balt helmets (thanks!)
- added the 'quick scene loader' mod to help with scene design
NOT SAVE COMPATIBLE
changed patch 0.6
- module system upgraded to 1.125
- fixed Cairo and Alexandria city scenes
- fixed a few issues with sea battles
- merchants will carry items appropriate for the town's region
- updated native castle scenes with those from 1.125
- made most of factional items available for purchase in the corresponding faction's cities
- deployable pavise for the player (can't use this for bots), find a shield called 'Pavise', use 'g' to deploy it.
most likely NOT save compatible, sorry.
changed patch 0.5
- upgraded to MS 1.123
- added a large amount of kuauik's textures
- diplomacy upgraded to 2.0
- reduced the number of bandits and took out traveling speed tweeks from patch 0.4 to improve performance, it should grind to a halt less frequently now.
- map updated by Schmid975 (thanks!)
- excellent sea battle scene by DrTomas
- castles from Adorno's castle pack
changed patch 0.4
- 13 factions added (Kingdoms of Portugal, Aragon, Navarra, Crown of Castile, Emirate of Granada, Papal States, Roman Empire of Nicaea, Crusader States, Kingdom of Sicily, Mamluk Sultanate, The Latin Empire, Ilkhanate, Hafsid Dynasty)
- 1 troop tree
- new 'whom will you serve' screen
- recruit one or all available recruits from village/town/castle
- new battle AI for land battles
- sea battles, not finished
- added some new textures by kauauik
- crusade mode when Jerusalem captured, not finished
- diplomacy mod reintegrated
- HRE settlements/lords finalized
- French settlements moved
- missing upgrade paths fixed
- multiple veteran archer entries fixed
- movement speed when traveling by sea trippled
- movement speed when traveling by road doubles (roads are 'steppe' terrain type so this bonus also applies to steppe)
- tweaked how time passes again
- added a new menu 'mod options' under 'take an action' while camping, you can change travel speed there if you like
- some bugs fixed and some added
The number of changes is starting to make the 'patch' just too big, next release will be the full installer again.
NOT SAVE COMPATIBLE
changed patch 0.3
- Scandinavian settlements - completed
- Lithuania, Novgorod etc - completed
- some new banners
- scene files added
NOT SAVE COMPATIBLE
changed patch 0.2
- added some unfinished factions
- restored travel speeds to what they were
- added plenty of bugs
- and fixed some too
NOT SAVE COMPATIBLE
changed patch 0.1
- fixed starting village assignment
- tavern keepers will give information on the whereabouts of companions (you can ask once every 24hrs)
- added templar troop tree (not recruitable yet)
- added modified dialogues and companions from tk_klondke
- increased the number of lancers mongols get
- increased the number of recruits from villages/towns/castles
- probably more I don't remember right now
- movement speed on the map reduced 50%
NOT SAVE COMPATIBLE
Changes 0.93-0.94
- further reduced wages
- removed restrictions on AI lords as far as troop composition goes
Changes 0.92-0.93
- troop tree fixes
- lower wages
- some new textures
Changes 0.91-0.92
- critical fix for faction slots, very important!
Changes 0.9-0.91
- troop trees overhauled
- balance changes (money, army composition, equipment etc)
- regional recruitment
- bug fixes
- and a lot more
Changes 0.8-0.9
Please note these changes are NOT save file compatible, you will need to start a new game (export and then import your old character, sorry).
- ported to MS 1.113
- many fixes
- many new textures
- world map performance should be much better
- battle performance should be much better
- unit upkeep costs are increased not as much as for M&B but still significantly higher
- mercenaries are now more expensive to hire (much more so) their wages are also double those of faction troops
If you like the mod, here is a signature you can use (courtesy of CrazyIvan)
or these by Amundr
or by Waffenbaum:
Download links:
Current installer without music: http://www.mbrepository.com/file.php?id=1746
![Mount Mount](https://i.ytimg.com/vi/DJPSfdEZZ1I/maxresdefault.jpg)
MODDB mirror: http://www.moddb.com/mods/anno-domini-1257/downloads/ad-1257-installer
Rapidshare mirror (thanks Buggy1973):
http://rapidshare.com/files/418427915/1257ad_0.95pre10.part1.rar.html
http://rapidshare.com/files/418427428/1257ad_0.95pre10.part2.rar.html
http://rapidshare.com/files/418427512/1257ad_0.95pre10.part3.rar.html
http://rapidshare.com/files/418434164/1257ad_0.95pre10.part4.rar.html
http://rapidshare.com/files/418434097/1257ad_0.95pre10.part5.rar.html
Hotfix: http://www.mbrepository.com/file.php?id=2254
Music is here
Screenshots