Wymaga DLC Napoleonic Wars do działania!
LINKI I DOWNLOAD:
Strona na ModDB:
http://www.moddb.com/mods/novum-mundusTemat na Taleworlds:
http://forums.taleworlds.com/index.php/topic,269621.0.htmlTemat na FSE:
http://www.fsegames.eu/forum/index.php?topic=5809.0Download na pw-nexus wersji 1.2 (najnowszej):
http://www.pw-nexus.com/board/files/file/47-novum-mundus-alpha-v12exe/Download na ModDB wersji 1.2 (najnowszej):
http://www.moddb.com/mods/novum-mundus/downloads/novum-mundus-alpha-12Changelogi:
To co na razie zrobiono w Alphie 1.3 (która jeszcze nie wyszłą):
Changelog (Alpha 1.3):
- Added Halberds and poleaxes to the mod.
- Fixed the 'brown_buckler_2', 'imperial_reinforced_wooden_shield' and imperial_ornate_shield' buy props; they now use the correct model.
- Fixed the lod meshes for the wheat props from NW (they no longer glow white at a distance).
Alpha 1.2:
Changelog (Alpha v1.2):
- Increased the damage of Varlithinian bows making them more effective against higher armour values and further effective against unarmoured players.
- Muskets melee modes also do less overhead damage and slightly less thrusting damage (was instant kill on overhead nine times out of ten).
- Fixed the steel bucklers scene props; they sold the wrong items, including a broken item.
- Fixed the berets for the heathlander armour/s, they now use the correct collision mesh allowing players to buy them.
- Fixed the heathlander berets so they now use the correct models.
- Most of the items that were previously imports now require crafting, using either linen for clothing, linen for shoes and leather pieces (x2) for boots. For hats, the basketweave hats use wheat while all of the felt hats use linen.
- Tweaked Apple Trees to function similar to grape vines (they need to be pruned, then apples begin to spawn on the tree).
- Revised animations further (Breathing and a new polearm animation, plus a few other changes).
- Fixed the glowing shaders for the rock items and masonry.
- Fixed the shaders for a number of firearms.
- Added a number of new ambient sound effects to enhance maps. The ambient sound effects also now play in a local area rather than globally accross the entire map.
- Fixed one of the warg buy props; it spanwed the wrong warg.
- Fixed the Sea Captain Uniform & hat.
- Fixed the gold bug.
- Trim-down and resorting of all used assests. Removed unused materials and textures in some brfs (should improve load time and possibly performance).
- Fixed the indian head error (removed the asset, which related to a missing texture).
- Replaced the woodcutters' axe and hatchet models with new models; the length of both is now shorter than previously, but they are now slightly faster.
- Added wooden bowl item.
-- The wooden bowl is crafted at a wood processing table by using a wood board on it.
- Added the ability to make apple pies, cabbage soups, meant stews and mushroom strews.
-- Apple pie is crafted the same way as a meat pie, but uses two apples instead of a single meat item.
-- A mushroom stew is crafted by using a bowl on a cooking prop with two mushrooms on your person. Mushroom strew is between an apple pie and a meat pie in hunger fufillment.
-- A meat stew is crafted by using a bowl on a cooking prop with a single meat on your person. Meat stew is between a mushroom stew and a meat pie in hunger fufillment.
-- A cabbage soup is crafted by using a bowl on a cooking prop with two cabbages on your person. Cabbage soup is less effective than an apple pie in hunger fufillment.
- Added a wildberry bush which can be harvested by anyone, giving berries as a food item. Doesn't full too much hunger, but can help keep someone starving alive (in prep for the hunger system).
- Added an orange item (with a basic custom model and texture) and orange tree (functions the same as an apple tree); the orange current has no use other than a basic food item.
- Added various bushes and hedges from NW to NM & grabbed a few extra scene props.
- Added rule books and scene props to buy them from (no crafting or stockpile) for the RCC, UOG & Nexus server.
Alpha 1.1
Changelog (Alpha 1.1)
- Bows and the Blunderbuss now do more damage against unarmoured opponents, but deal less damage against unarmoured opponents due to a change of damage type (Piercing -> Cutting).
- Models for the stone resources and masonry resource using pre-existing textures; integrated crafting of masonry by a stone mason at a stone carving table, requiring a chisel.
- Added a chisel model for the chisel.
- Added steel bar models; shiner than iron and tinted blue (slightly).
- Added scene props for Copper, Tin & Bronze stockpiles with unique meshes. Steel stockpiles now also have a unique mesh.
- Fixed steel, copper, tin and bronze at the forge and anvil. They can now all be split into smaller bars, or combined (at the forge) into larger bars.
- Removed the black dress item; was causing crashing due to the model having been removed previously, though the item itself was not.
- Rebalanced the new ores to have better prices. They can now be sold for real profit over other metals.
- Given the new metals ore meshes; Copper uses the gold ore model and Tin silver.
- Fixed a number of helmets not covering the head mesh or morphing in a strange way. Full helmets now cover the head, so skin can no longer be seen clipping through the helmet meshes.
- Rebalanced a number of arrows; many of the new arrows had not been balanced, and now have been.
- Boosted the accuracy of the concealable pistol by a wee bit. It may have low damage and a slow reload, but it is now accurate enough to use effectively in close quarters.
- Increased the armour value / resistance value of the heathlander bucklers / targes so they aren't broken so quickly and may resist blunderbuss pellets.
- Increased the hitpoints of the steel bucklers to increase their effectiveness in combat. They were breaking far too quickly, especially for their price.
- Balanced Varlathinian (Elven) shields, so the shields now have different stats rather than being a number of shields that look different but play the same as each other.
- Balanced the Imperial shields; they all had poor stats and were duplicates of each other (excluding models). They now have a price variation and stat variation.
- Fixed the Orcish Heavy Axe so it no longer has a massive ghost reach. It is now as short as it looks.
- Buffed the Orcish Club (Blunt) by 1 blunt damage.
- Edited the magic projectiles so they no longer have a visible arrow model when being drawn. Currently a debug item for the future.
- Edited the admin blunderbuss, increasing it's damage drastically and given it magic projectiles. This means it is much more obvious when the weapon is being used.
- Added a custom sign prop for a tavern in the new map. Uses a custom texture sheet, which in the future will serve as a custom tavern sign sheet.
- Added a code prop or two for serverside scripting. Current not used, but will in the future.
- Some new animations, created by Stalker / Akak95
- Added 7 new shield scene props (Imperial), so the imperial shields can now be placed on maps.
- Fixed the meshes for the steel buckler scene props; was incorrect and/or missing.
- Added a coal stockpile
- Low poly lod meshes for trees
- Renamed 'Wheat Sack' to 'Sack of Seeds' due to the item being used universally for all crops (cabbages and marrows).
- Removed broken scene props and items (missing meshes due to the meshes and textures having been removed previously).
- Heathlander Helmets now require Linen to craft and Orc helmets an Iron bar.
- Fixed Elven Masterwork bow model scene prop.
- Other small changes
Poniżej oryginalny post Matiego
Świat gdzie orki walczą z elfami a ludzkie korporacje sprzedają muszkiety dla obu rasMod ten bazowany na PW daje nam ery kolonizacji oraz dwie rasy orki oraz elfy z swoimi przedmiotami. Aktualnie jest jeden serwer Nexus_Novum_Mundis wszystko tam się zapisuje jak i równierz jest bank w głównym mieście.
Link do strony:
http://www.moddb.com/mods/novum-mundus