Posted: Tilanus Commodor @ Fri Oct 04, 2013 12:15 am
June - September 2013
lots of stuff has been happening since June! I passed all my exams and finally graduated in game design with a Bachelor of Science from university. Now I have to deal with the 'delighting' side effects of unemployment in Germany and find a job in games industry soon. Things are getting serious!
In that time I managed to keep track of NE though and it turns out it was possible to distribute work inside the team and make some notable progress!
Let's all welcome our first new NE member kangcliff, who's currently working on NE 2! You may remember him from the last series of AI fixes for NE 2 that he's been doing on previous work from motter28128. Next to his AI skills kangcliff is also an eager and capable modder in other areas of modding and we'll all stay excited to see and appreciate his work for NE!
In July we released NE 2.1.5 for PC and Mac, that basically contained all fixes from me, Yomgui and kangcliff to that point in time. In case you didn't get the 68MB packed rar-archive yet, check our Downloads page!
In the download section of AoE3 HeavenGames kangcliff has released AI Hotfix 5.1.1 for NE 2. It will be the last separately downloadable AI hotfix, because all his further hotfixes will be from now on included in improved NE versions. Unlike AI hotfix 4.0.1 this version will not turn your game language into English! Read the patch notes and get it here.
In the last Modding Report I told you about the upcoming NE 2.2 Patch, whose main improvement will be the automatic installer that works with Steam, custom and standard installation directories of AoE3 for both, PC and Mac. Our members kangcliff and Da Bozz have been doing some hard work to make that possible. Kudos to them! Those two installers for either PC or Mac are nearly done now. Just some tweaking and designing left!
The NE Installer for Windows with beta design
Another thing I announced in the last Modding Report was that a future patch after NE 2.2 will contain extra content for NE 2. So far I didn't elaborate on what these are, but now there's a much clearer idea of what sorts of extra content should be added. So there can be less or more than this:
#NE 2.3 RELEASE NOTES
NE Gibraltar (maybe)
NE Scotland (maybe)
Arabs (maybe; would replace Hashashins)
Helmets and hats
Further extra content
New fire sounds
Some new flags
Some new textures
Various tech and stats fixes
New units (maybe; Hajduk, Marauder, Infante de Marina, .. )
Unreleased RMs (maybe)
New civ (maybe)
New Polish AgeUp (maybe)
Someone has been doing this and I have no idea why I'm posting it.
If there's a first new member working on NE 2, then there gotta be a second one working on NE 3, right? Ladies and Gentlemen, let's welcome our new NE member Tubin_Anon1! He's a modder you might solely know from our own modding forum, in which he first appeared with his 19th century mod. While his mod can give you an idea of his capabilities in various modding fields, it was also so similar to the ideas for NE 3 that we just had to work together.
The Ottoman civ mod by PredatoR is done! His mod "The Ottoman Empire" extends the Ottomans with new units, techs, HC cards and building textures. PredatoR has been a loyal fan since the beginning of NE and therefore it doesn't really surprise that his expertise and work basing on Ottoman history will be also benevolent for the Ottomans in NE3! However, next to its future feature in NE3, his civ mod will also be released as standalone. If you're at any chance interested in checking out his mod, be sure to follow our updates as we'll shout it out for sure.
Cüs lan, cok güzel!
While NE Gibraltar and NE Scotland are still being optimized, there's always room for new RM concepts! We considered places in Europe, that didn't get covered yet such as Crimea, Øresund, Pyrénées, Iberian Peninsula or Norway. Next to places, we also got into sketching different map types. The future will tell us how and if they'll get realized.
Current status of NE Scotland
The 1st sketch for NE Crimean Peninsula! Players will fight for supremacy over the peninsula that grants large coin income through mines and the close sea trade route.
There's been made notable progress with the NE3 test civ ("Prototype civ") on sketching standard units. Listing up all changes to standard units would make this report explode though. That's why I refreshed our rudimental NE3 info page with these details. The descriptions come off sorta sketchy and incomplete, but (at least to us) the new concepts are pretty clear. The unit tree has also been updated, but is still limited on Land Military so far.
Click on the image to open the updated NE3 Database!
Most remarkable progress has been made with Civil units like Settlers and Priests, but also in specific cases like Commanders, Grenadiers or Sergeants. And finally there's also a clear separation between Militia ("Ex-Minutemen") and National Guards (the "new Colonial Militia") now, just the number and choice of training locations isn't 100% safe yet. Still missing are updates concerning buildings and ships. Those are currently being researched and discussed. If you have any cool ideas, let us know!
The aforementioned standard units have also been coded by Tubin_Anon1 so far. That means the new artillery system where cannons, mortars and other guns have new fire modes and (now relevant) accuracy values is already working. Also unit features like those of Sappers and Commanders have been reworked and coded.
Actually visual design has not been that much in the focus during the last months, but then again, what'd be a modding report without pics? So, here's some caaandy:
One unit to rule 'em all.
Kongens Friskytter(Danish) - Royal upgrade for 'Snaphane'
They hate line infantry and line infantry hates them. But they do love stealth!
The Q. I think I got this from a bond movie. Harhar!
The odyssey for proper unit upgrade names has entered a new stage. I and Ca Putt are still looking for a key to the system that works with all units. However, it seems rather likely already that we'll go with unique names for unit upgrades, but not abolish the prefix system entirely. That fits very well to NE 3 since one guideline in our design philosophy is to pick the best from AoE2 and AoE3 to combine it.
Giving units unique names for each upgrade makes units feel more individual, even though they are indeed not single units. Something such as "Veteran, Imperial" always indicates they're just a better and worse version of one and another. However, the key that matches best simply hasn't been found yet.
I composed a first version of the future NE 3 main theme. Sounds good already, but I can only tell you it goes like bom .. bo-bo-bom - bom - bom, bo-bo-bom ...
When recalling the history of NE over all the years, something that we never really did was tracking our stuff in the net. In new marketing terminology NE didn't only always got spread organically (through us), but also virally. Which basically means it was also uploaded on sites we didn't know about by people who we didn't know about either.
So when I was about to manage some promotion-related stuff, I took a whole night searching the internet for NE downloads. And while it is impossible to get a complete number of all NE downloads ever, it was quite an interesting thing to do. And it was great to see NE 2.01 is - after all these years - still quite popular. For example, in the German software community CHIP.de NE 2.01 still got rank 18 in a list of the 63 most popular mod downloads.
________________________________________________________________________ PERSONAL REVIEW:In terms of timing and other businesses that's surely none of my favorite reports to write, but I appreciate that NE can progress even in the hardest times. I'm also quite thankful for the team support, you're doin' a good job!
With every further modding report, everyone can see much better what the mod is going to be. So, even though it is number 22 already, this still hasn't become a boring technical modding log. We like to take you on a trip to the full masterplan and hope you enjoy it.
On a final note, I might add, that I feel we've become more professional doing this project the more modding reports we throw out and the better we're puttin' our heads together over NE. I remember the days when I started working for NE 2 as a simple and naive in Kastor's team and those later, troubling ones when a future concept for NE still had to be found. We left that time behind us already, but it's still worth to remember them to see how much better we got at this!
And now I really need a small break from these 4 days of working through! Hope you enjoy the report and can't wait for your feedback!
Since the installer for NE 2.2 is not done yet, we decided to release at least the files without an installer. It's a simple rar-archive and yet only available for PC users.
Mind that this version is only a temporary solution until an installer (NE 2.2) will be available. In terms of content NE 2.1.5 and NE 2.2 will probably be equal, just the installer will make the difference. In fact, it's an all-in-one archive as opposed to the three single ones that have been released separately.
You need to install two folders manually, so if you're no good with that, better wait for an installer.
*Unlike the AI Fix, this version will not turn your game's language into English.
While I checked these files on functionality, there's always the possibility that either I didn't consider something or that you might mess up your game. If you encounter any problems with this version, please report them here!
Posted: Tilanus Commodor @ Tue May 28, 2013 12:12 am
Grrrreeetings my dear friends of historical entertainment!
Welcome to another report about the ups and downs, backs and forths of an AoE3 mod, called 'Napoleonic Era' (yes yes, some of you might remember!)
It's an honour for me to be here today/tonight! (omg! ) I hope you guys enjoy the summer sun, because I've had few time for this sort of delight (but now we have rain, so nevermind). I'm in the final phase of my game design study and it'll hopefully fruit with a bachelor of science at the end of august (or was it september?).
Since this paragraph is traditionally used for excuses *why* I didn't report back for so long and couldn't do much, I'll conciously prolong/continue this tradition by saying:
No matter though, how much time I didn't have, important steps and progress have been made. Let me tell you!
________________________________________________________________________ GENERAL ANNOUNCEMENT
There'll be a new patch called NE 2.2!
It'll be mainly an improved NE 2 with all benefits from 7.1, the AI fixes by motter28128 & kangcliff plus a new installer from Da Bozz, that'll also work with your Steam directory. While technically seen NE 2.2 is a new version, it'll mainly fix bugs. Depending on when that installer is done, there might also be some extra content in that patch. And if there's not, then it'll be in the next patch.
These extras are goodies, which can be anything from models, icons to textures, but there won't be any great changes to the game mechanics or civs themselves. I will leave those untouched and commit my evil changes to NE 3.
Now you're probably gonna say: "Hell yeah! This is cool! When does it come out?" - Ha-ha. Youknowtheanswer.
________________________________________ And now let's go on with news for NE 3.0
I created a RM registry for all NE maps. In that overview I can add outstanding issues or ideas. I also made it to see which NE versions contain which RMs.
I elaborated the ideas on new game modes / map types for NE. I'm just seeking out new possibilities right now, so that's not a final thing yet. (:
The AI patch by kangcliff has reached version 4.0.1! You can download it here. However, note that your game becomes fully English, if you install the patch!
I, Da Bozz and SAOL will write a new version of NE FAQ, that will be available as well online as offline as a file.
NE will have new age names. Since NE is a really historical accurate mod now, there's no reason to be afraid of using year dates. So, the first age could be indeed called the 16th century, the next 17th century and so on. This could be even more accurate in the style of displaying 1555-1600 or alike in the text field on top in the game. That decision's still left though!
I've been doing some tests with the range of melee attacksto realize differences between swords and lances, but the results didn't satisfy me yet.
Due to a really long time of inactivity our AI scripter Zephyr_Arsland is no longer part of the team.We're looking for a new AI scripter!
Da Bozz is developing a tool that will be called "Congress of Vienna". More information on the tool's functionality will be released at a later point in time.
I've been looking up some classical music and free recordings in particular for the new NE playlist.
The idea to have European consulates has been dropped. That means, there will be no civs with the Import resource. There are two great reasons for that: a) The import resource is harder and ugly to balance, b) to allow other civs using an originally "asian civs" feature, civs like Swiss, Italians, Dutch or Germans - who were meant to have a consulate & import resource - would technically need to be converted into an Asian civ and the AI handles Asian civs differently than others, which would cause a lot of extra work to change.
Therefore the consulate feature needs to be reworked for the affected civs.
Me, Ca Putt & DKBadReputation were and are working on new concepts for Politicians, Mercenaries, Homecities, Revolutions, Militia troops, Natives and Artillery.
Politicians: I already posted in Modding Report #18 about it. We decided for a mix of the generic and unique system. Principally we'll use a more generic system with lots of different types of persons (i.e. stuff like "The Bishop" or "The Tycoon"), so business as usual.
However, we will increase the amount of politicians per age AND rework their effects so that they play a more important role for player strategies.
Nonetheless, there'll also be some unique politicians. So, the British could get a Royalist politician or a Wigh politician, who will have civ-dependent effects based on their historical role. You can count with 3-4 politicians per age and within each civ 20-25% of all politicians may be unique.
Mercenaries: Generally Mercs will become specialist units with slightly better base stats than regular units and usually excel them in their boni. Further:
Mercs get age-bound stats, that means their stats are designed for a usage in only particular ages. It'll be unlikely that an age 2 mercenary will continue to be a serious threat in age 4.
Since the power of single mercs has been notably decreased, they also become cheaper and will be sold in larger numbers. Hence most mercs will be sold in groups of 5 to 10 units.
Hitherto Mercs always cost only a high amount of gold. They will now cost a medium to high amount of any resource type, which can be food, gold OR wood. It's always one resource.
This creates barriers between different types of mercenaries, so that players can not spam all sorts of mercenaries freely once they fully focus on mercenaries. They're supposed to be additions to the regular army, not replace them.
Mercs take now reduced pop space. They follow the rules for regular units now and may have only slightly increased pop compared to them.
Mercs will get individual build limits. They won't be too strict.
Archaic and strongly americanized or asian mercenaries such as Rebel Knights, Pistoleros, Comancheros, Ronin, etc. will vanish in exchange for more authentic European units.
To give an example for the stat changes, let's take the Swiss Pikeman: He'll have less HP and DMG than now, cost less, take less pop. His bonus against cavalry will be stronger and you'd probably hire them in a group of 10 units for let's say 750 wood. While this unit is a superior Pikeman in Age 2 and 3, he'll increasingly fail to catch up with counter units and is sort of worthless to get in Age 4, when better Mercenaries will be available.
Homecities: Will be smaller, more compact and level restrictions from cards will be removed, unlocking cards won't be necessary either anymore, so that you can just straight play a match with a civ on full capacity without the need to level the HC and unlock cards.
Revolutions: They'll be kicked since they are rarely being used. The benefits of revolutions such as turning your settlers into military will remain available though as technologies that can be developed in tech buildings like the University.
Militia: As a consequence of the previous point, it is likely to happen that Militia units ("Minutemen") and National Guards ("Colonial Militia") are connected in a direct or indirect way. An direct connection would be an unit upgrade for Militia units in Age 4 to National Guards. An indirect connection would allow players to change Militia troops via tech into National Guards. As a reminder: National Guards are unique for all civs, but most civs share the same Militia.
Both techniques have up and downsides: An indirect, repeatable change from Militia to National Guards would allow having both two units available and allow players to choose if they want one or the other. A direct upgrade that "overwrites" the Militia doesn't allow these two units at them same time, but since the National Guard will always be stronger with possible cost increase players can also make their choice on what sort of unit they need more as not upgrading is also a choice.
Natives: Native units won't be altered that much. They'll remain pop-free, cost two resources (sometimes also gold) and have a high build limit. Since Natives are usually seen as weak units, I came up with the idea to give them more specialized stats such as very high boni or extraordinary/unusual boni. So, if Mercenaries are a lil specialized, Natives are super-specialized.
There are also other cool features planned for natives, but we haven't really agreed on them yet in detail. I may just reveal that we plan to make it possible for players to intensify and extend their alliances with natives, that'd allow players training new units and developing new funky technologies.
Unit Upgrades: While no final decisions have been made here yet, we currently check the concept of Royal guard upgrades and the possibility to use other unit prefixes than Veteran, Guard and Imperial.
Royal guard upgrades appear weird, because while they are 'the special' upgrade, they're never the last upgrade, but only next to last. Any opinions and tips welcome!
Artillery: Some of you might remember the section on a new artillery system in Modding Report #18. It featured new artillery pieces such as the Howitzer or the Field Gun and presented for the first time the new fire modes such as (s)olid shot, (e)xplosive shot and (c)ase shot.
Here some quick new facts about artillery:
You do no longer need to upgrade artillery directly as all pieces are specialized enough, that they can do well with only their base damages, which can only be improved with Arsenal techs.
Precision and turn rate will most likely become relevant in stats and differ per piece.
In order to build artillery pieces that do not have the solid shot a required tech needs to be developed first that enables an available fire mode. (just like Chemistry was needed in AoE2 to build Hand Cannoneers)
The units you'll be able to build in Artillery Depot will be: Petard (Age 2), Quarter Cannon (Age 2), Sapper (Age 3), Mortar (Age 3), Field Gun (Age 3) and Howitzer (Age 4).
Solid shots usually have a good range, cause high damage in a small area of effect and thus suit against single targets. Case shots have a short range, fire multiple projectiles in a huge area and thus excel against close formations. Explosive shots have a good range, high area damage, but are imprecise and come with drawbacks at minimum range, ROF and unit costs.
Some of these units can be build an age earlier, if you send an activation card from HC. Some civs have a bonus on earlier availability of a certain artillery unit. (see the unit tree below for that)
The collaboration with the Ottoman civ mod by PredatoR has been continued. We discussed several new concepts for units such as Sipahi, Okcus (Archer), Nizam-i-cedid, Organ guns, Tüfekci (Skirmishers) etc.
There will be new model for turk bows:
As I already mentioned in past modding reports, there'll be several new standard units, techs and buildings. In case you wondered, if all these changes have been applied to all civs already: No, they haven't! I realized the advantage to have some sort of Prototype civ to try and test all these new things before changing the actual civs.
I've made quite some progress on testing and implementing the new standard content for NE 3.0 on it. So this is already in a progressed state and not a new development at all. Instead of further strenuous text, I thought I'd be nice to show you the new military structures of NE 3 civs with some yet very simple techtrees, taking the prototype civ as an example.
In this report we'll start with the tree for Land Military Units. Check this:
Town Center: Can train Militiamen in Age 2 and upgrade these later to National Guards, which are all unique per civ.
Barracks: The first thing you'll probably notice when you look at the barracks unit setup is the fact, that Pikemen, Arquebusiers and Swordsmen can be trained in Age 1 already. While this was already announced a few times in other reports, there's another remarkable change: The Grenadier is no longer an artillery unit, but heavy ranged infantry and thus now trainable in the rax. His attack type remains siege, even though he now fires a musket. This makes him really powerful, because siege damage ignores unit armour.
What has happened to the Fusilier? Well, he's gone, but you can still develop military techs to achieve the same effects on your Musketeers.
Stable: Civs get either Hussars or Chevaulegers and either Dragoons or Tatars (the new Cavalry archers), unique exceptions are possible. And yep, Cuirassiers will be standard units! The Lancer is basically a veteran Uhlan with slightly tweaked stats. That way our civs will generally have a higher level of "historical completeness".
Artillery Depot: The Quarter Cannon is some sort of merge of Falconets and Culverins, who are being replaced by it. The Field Gun is a combination of Swedish Leather Gun and Horse Artillery. The others should sound familiar to you. The Howitzer has been announced in previous reports already.
Academy: The Military Academy allows the training of Commanders and Riflemen, which are shared among all civs. Commanders can be improved with techs and some civs get unique upgrades for Riflemen.
I think it'd be good to provide some civ-specific content as well to get a better idea of NE 3. So, here are some core infos on the military unit roster of all civs of NE 3.0, it's all sort of "work-in-progress" though, especially Artillery and Navy have not been researched yet for all civs:
Austrians are next to Spanish the only civ that has access to both, Hussars and Chevaulegers. They lack access to pikemen though. Austrians are a powerful allrounder civ that's blessed with lots of good units. Cost benefits for Mercenaries and Natives also allow recruiting armies with a high variety of troops. Just their navy shouldn't be expected to be as powerful.
Danes only miss Swordsmen, which allows solid play on land. They actually excel at naval warfare though, in which cost reduction boni for ships and ship-related things pay off significantly.
UUs: Snaphane (Skirmisher), Schumacher Rocket (-) Royal:so far none, most probably a navy unit National Guard: Frivillige Korps
The Dutch military has most of its advantages on sea, they're an excellent navy civ. However, the land units shouldn't be underestimated either. They may not be extraordinary as Dutch have only one royal unit and two UUs, but that may be enough coupled with a superior economy to finish off opponents quickly. Remarkable is that Dutch units cost proportionally more gold than anything else, but also a lil less in total. They miss Swordsmen.
The French are blessed with lots of royal units and an almost complete unit roster, that can be backed by elite units and technological improvements from HC. This civ will play out nicely, it doesn't need a single UU. They miss Swordsmen.
UUs: - Royal: Cuirassier, Dragoon, Grenadier, Lancer, Musketeer, Rifleman, Skirmisher National Guard: Garde Nationale
The Germans can field very powerful land armies if they send their HC armies and succeed in building the necessary economy, because German regular units tend to cost more in return for more hitpoints and damage. They also do well on hiring mercenaries, but their naval capabilities aren't that good. Germans can't train Hussars, but Chevaulegers.
UUs: Landsknecht (Pikeman) Royal: Cuirassier, Grenadier, Rifleman National Guard: Bürgermilitär
Italians have Swordsmen, but lack Skirmishers, apart from that they can build everything, but lack Royal upgrades. Their good militia allows them to withstand powerful attacks, but to get an edge over other armies they need to rely on foreign experts from the HC. On sea though they do have offensive capabilities due to improved ship production. Like the Holy Roman Empire, they can train Chevaulegers, but no Hussars.
UUs: Cernide (Militia) Royal: - National Guard: Schiavone
The Ottomans are the civ with most UUs and thus hard to compare with any other civ. They do miss a real Pikeman though. Arquebusier and Skirmisher were remixed into two new units, which are cheap and easy to mass.
Poles have probably the best share on cavalry units, two of them being unique and two getting royal upgrades. They can build all artillery units, but their infantry is very limited though in terms of availability and potential. They miss Swordsmen, Skirmishers and also Riflemen. It's not clear yet if their Musketeers will only be nerfed or completely disabled. As for the navy, I think they gotta be happy with its mere existence.
Portugual is an infantry civ with great skirmisher troops that are quicker and cheaper. The Portuguese navy has a speed bonus as well. There are no defiticts, but also no benefits on Portuguese cavalry. Portuguese only miss Swordsmen.
UUs: Atirador (Rifleman) Royal: Skirmisher National Guard: Ordenança
Russians are an eastern power civ, they have full barracks with one UU and two royal upgrades. They neither have Chevaulegers, Hussar nor Lancers, but their early Cossack that combines Hussars with Lancers could turn these misses into an actual advantage. A tech may also allow Russians to be the only civ that can get Dragoons and Tatars parallely. Russian artillery and navy remain standard to a certain degree.
Spain starts strong and remains a civ with solid units until the end. The full unit roster with both Hussars and Chevaulegers allows almost every sort of strategy. Unlike Austria, their focus lies on infantry, having the most royal upgrades there. The Spanish navy is also one of the most powerful in the game.
UUs: Miquelet (Militia), War Dog (-) Royal: Arquebusier, Dragoon, Musketeer, Pikeman National Guard: Guerilla
The Swedish are a professional artillery and infantry civ and potent naval power as they have most upgrades there. Their unit roster is almost complete. However, Sweden doesn't have any lancers or swordsmen and they somewhat lack decent skirmishers and riflemen.
UUs: Drabant (Cuirassier) Royal: Musketeer, Pikeman National Guard: Lantvärn
The Swiss, being a bonus civ fully focused on infantry, are meant to be a challenge for more experienced players. Thus they miss quite a lot of cavalry units. The Swiss can only build Chevaulegers and may later activate the Dragoon. They are however able to build all types of infantry and artillery (so far). And the Swiss navy, well, maybe gets a stealthy nutshell.
UUs: Schweizergardist (Melee Infantry) Royal: Pikeman National Guard:not decided yet
The United States are good with fielding excellent skirmishing units and militiamen. Most remarkable point is their unusual barrack setup: Americans neither have Arquebusiers nor Musketeers, but Pikemen, Skirmishers and redesigned Minutemen. They also have some drawbacks in the cavalry as they miss the cuirassier and the lancer. The Americans have Chevaulegers instead of Hussars.
Their Dragoons have access to a Royal upgrade though and their navy and artillery is not that bad either. In conclusion the Americans have fewer troops, but the ones they have are reliable at their type of assignment. Nonetheless, the United States need to use their troops wisely as their army is not really made for direct confrontation.
UUs: Minuteman (Militia), State Militia (Musketeer) Royal: Dragoon, Pikeman, Rifleman, Skirmisher National Guard: Continental Marine
PERSONAL REVIEW:I think I 'just' sort of topped my record for writing the longest modding report ever, lol. Holy crap, that was tremendous work. I hope it was worth it and you folks got a much better idea of how NE 3 will be.
One conclusion of this report could and should be: NE 3 will be a full mod which alters game mechanics to provide a much better afterperception of the set historical time period as opposed to NE 2, which was and is an expansion mod that continues the old perception of history shown in AoE3.
I really think I should now end this little paragraph and continue a way more important (?) paper for my bachelor thesis. That'll just be another night without sleep. Yay!
Posted: Tilanus Commodor @ Sun Apr 21, 2013 5:54 pm
I recently got a gentle mail from the 'Sons of Vidya', a group of video game podcasters, who intensely discuss games that for some reason call their attention. Being avid fans and enthusiasts of the Age of Empires series, it seemed to be only a matter of time until they'd discover NE.
Since most of the received feedback on mods comes in the shape of written posts, I thought you might enjoy an auditive review on NE just as much as I did. So, you can have a listen here to their podcast (part of NE ends around 24:00):
Posted: Tilanus Commodor @ Sun Mar 31, 2013 6:00 pm
Hey there folks!
This is a rather unusual news on the NE site, but I'm excited to tell you that our fellows at Knights & Barbarians (K&B), of whom several people have also helped out NE already, released their first version of the mod, called Knights & Barbarians Prologue.
The mod can not be downloaded yet as it's being uploaded right now on several platforms and should finish either within the next minutes or hours. However, Robert "peugeot407" Faber, head of the mod, has also released a very informative and interesting video about the release and future developments of K&B. So, it's ideal to watch for skipping some time until the mod's up. Go, check it!