описание мода, пока правда на английском:

The Expanded Gameplay III mod is a sequel to the Expanded Gameplay II mod, which was created for beta version of Mount&Blade. As such, it retains the ideas from EGII which I still find great, and has new ideas of its own. EGIII is not created as a port of EGII to the new version of Mount&Blade but is being written from Native M&B.
The mod has several goals. How well they are achieved is up to you to judge and help improve with your suggestions.
Firstly I wanted to replace the old M&B items that I was very used to seeing everywhere (like falchion, leather jerkin, plate armor), add new items and create a new stylish look for all the troops and factions. So the mod contains many great new items created by the community and redesigned factions to give each one more of a unique personality. It also has some new minor factions and troops that were first introduced in Expanded Gameplay I or II.
Secondly I wanted to bring the combat engine of Mount&Blade closer to its full potential. I find that the troops and items in Native M&B can be adjusted with stats to create a more exciting combat atmosphere where AI troops behave more intelligently, pose more of a threat to the player and generally keep you on your toes, make things a lot more interesting. To make the battles even more dynamic this mod introduces combat abilities for the player to use. They add a certain tactical element to the battles and also play a role in different character development routes.
Thirdly I wanted to make choices of character development direction, character equipment, party composition, and play strategy to be more dimensional and less linear than in Native, where a Heavily Armored Mounted Archer with a large weapon is the most powerful combination and most characters will gravitate towards it. In this mod the choices between footman or mounted character, archer or thrower, mace or sword, light armor or heavy armor, large party of weaker troops or smaller party of stronger troops are all more viable and as a result gameplay is deeper. This is achieved with completely and carefully redone item stats, varied starting characters, introduction of combat abilities that depend on different attributes, design of AI troops, redesigned armor behaviour, introduction of charm items. Because this mod also allows the player character to die, the choices you make do matter.
I also want to improve the behaviour of AI troops on the battlefield and make it more varied than rushing towards the enemy. The AI troops already fight better and more intelligently thanks to increased parameters, and their behaviour can be affected by the player using certain combat abilities. Furthermore, I would like to design more of a collective strategic AI behaviour. A simple start to this that is already implemented is squad-like behaviour initiated by elite AI troops that keeps the troops from scattering and being picked off one by one. I would like to introduce more things in this direction.
Lastly, I want to implement a storyline that will be moved along with quests and passing of time in-game that would allow the player 'beat the game', or perish in trying. This is planned and will hopefully be added in the future.As an example of what I mean, in Expanded Gameplay II mod the overarching quest for immortality played this role and was very difficult to complete and doing it forced the character to play through the whole game.