Mount & Blade: Warband

Mount & Blade: Warband

Aut Caesar aut nihil
[BG]Maxi  [developer] Jun 28, 2020 @ 4:34am
Dev Blog XI
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New version released: 1.400
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This version is NOT savegame compatible

Features in progress but not included yet:
Event to steal silk worm which then allows you to build silk in your latifundium
Flax fields and weaver for Latifunidum
Interactions with minor factions (Gaetuli etc.)

Information for Mac/Linnux:
Tried to make the mod compatible by adding .glsl shaders, they are the native variants of the ones used in the mod. (I have no idea if this works and since I dont have a Mac/Linnux I can't test it.)

A technical remark:
'De-WRECKed' the modul system since the WRECK features where not used at all and there is a compatibility issue with the formation code (in particular, the creation of no-swing weapons list for shield wall formation)

Fixes:
  • dancers in the imperial palace can now be dismissed properly
  • fixed dialogue 'join Roman army' if player has not enough renown
  • fixed a case where rebellions slot is not cleared properly if the player defeates a rebellion in a field battle (not during siege assault)
  • fixed collision mesh of several trees
  • fixed a possible issue with slave trains traveling from one town to the other instead of dropping of prisoners correctly by resetting their flags and AI slots at creation
  • patrols will no longer be disbanded if you cant pay their wages, that may sounds weird, but sooner or later they will get destroyed anyway. (I will maybe move a code into the budget_report, which will disband patrols if you start making debts) The reason I removed it is that I wanted to get ride of some unnecessary triggers which loop over all parties
  • fixed a bug where castles could have very high taxes (over several million) due to an unassigned local variable
  • added a missing ui string for female accessories: ui_change_accessories (females have earings instead of beards, the earing string was missing)
  • fixed gold item exploit
  • minor text changes/fixes
  • if winning horse race player can now enter feasts
  • removed a trigger from diplomacy (related to dplmc_slot_faction_attitude_begin) which caused unexpected bugs for towns between p_town_1 to p_town_13

Changes:
  • totally killed (native) pretender
  • changed states (and names) of horses
  • spears deal now extra damage against horses
  • lady quests where you should bring x pieces of y will now spawn the item in the goods merchant shop if the lady was in a town when quest was given
  • Introduced Vespasians family into the game: renamed Numerius Flavius to T. Flavius Vespasianus and Mamercus Flavius to T. Flavius Sabinus (the father of Vespasian) and renamed Petronia to Vespasia Polla (mother of Vespasian) renamed Flavia Metella to Flavia Vespasia, renamed Marcus minor Flavius to Flavius Sabinus minor
  • some adjustments to names of certain Romans, mainly ladies
  • changed some companion dialogues and backstories
  • looters now have always an armor
  • converting to Christianity via camp menu is now always possible after the fire of Rome happened
  • Ceres as starting god or worshiping Aphrodite will now increase romantic chemistry variable by 10 (makes flirting etc a bit easier)
  • changed some weapon stats, e.g. armored caligea have now better armor than their non armored counterpart
  • a minor adjustment to the default moral settings: when an enemy soldier dies, allies nearby will gain a small moral boost
  • when the player has more than 20 troops and is roman, camp scenes will look like proper Roman marching camps
  • caravans and traders will now drop of prisoners in towns
  • heroes can no longer get decapitated
  • Alexandrian scene finally has a coastline
  • optimized a moral trigger by excluding horses from calculation
  • aquilifer and vexilarius now give moral bonus whenever a troop dies, only available if 'Moral effect of leaders and Aquila' is enabled
  • no 'clone' Romans any more. All the Roman armors now are divided into helmet and armor items (how it should be). Roman troops now have new beardless faces, Roman Auxiliary troops may have beards

Additions:
  • added freelancer: you can now enlist military service in one of the several legions of Rome
  • added a new lord quest 'gifts for friends'
  • added new town-major quest: 'elusive bandits', requires, apart from randomness, player at least level 15, and a minimum of 30 men in party to be given
  • added new village elder quest: 'water dispute', requires player to be part of a Roman faction
  • added new village elder quest: 'dry wells', no special requirements
  • added option to activate shield bash in single player
  • added new scene for Londinum: interior and exterior
  • added new town center, town walls and castles scene for generic eastern towns replacing the native scenes
  • added new town center, town walls, castle, tavern and arena for Antiochia
  • added new town center, town walls, castle and tavern scene for Dacidava
  • added 4 new unique village scenes for: Ancona, Pisae, Arretium, Frosino
  • added 2 new Roman village scenes in Gaul
  • added Indian caravan feature: As Emperor: player can now send caravans to India (talk with Kanishka in Domus Augstus)
  • added 2 new companions and replaced an existing one, a lot of other changes to companion backstories
  • added unique location based events, telling tales of great Roman victories or defeats
  • added new traveling events, new governor events, new Emperor events
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Showing 16-24 of 24 comments
[BG]Maxi  [developer] Jun 30, 2020 @ 3:27am 
Originally posted by Kornan:
Originally posted by BGMaxi:
@Kornan, dont know if I ever add this option. interesting idea, though.

That's understandable, it would be a lot of work. Frankly I'm amazed at all the work you've done adding so much detail already!

I have a question about the new Villas in Rome that you can purchase, do they serve any function? Right now the only thing in them are a few slaves you can talk to. I thought it might be an interesting idea to add a chest where you can store items, or even be able to rent them out like the Villa in Neapolis.

If you're feeling particularly up for adding more content, maybe even a quest or two involving them? Right now their high prices of 50,000 and 100,000 denars seems a lot for places that don't have any gameplay.
The chest is a good idea, easy to do.
Its more for prestige: You just have them! (Like most rich people just own a place, but never use it)
[BG]Maxi  [developer] Jun 30, 2020 @ 3:28am 
@BanDHMO thank you for that!
BanDHMO Jul 1, 2020 @ 5:15pm 
Maxi, I've written some marine flavor events to propose, but then I remembered you previously wrote "-water (parties cant walk on that, so useless for triggers)", so now I'm not sure if you meant events can't trigger while you are in a ship. Maybe the state of being in a ship can itself be used as a condition? Anyway, here they are for your consideration:


Name: Snake Island
Condition: player is traveling over sea terrain
Text:
"
Due to a combination of poor planning, cracked barrels and unforeseen detours, your fleet finds itself short on water. You can probably make it to the nearest known port if you cut everyone's rations, but the crew will not be happy with that decision.
^^
Instead, you approach a solitary island, where a convenient beach offers an easy landing spot. You send a search party to look for streams or ponds. Before long, the soldiers return.
^^
Thousands of snakes infest this island, they report. They are slithering on the ground, hanging from trees, crawling up from under the sand, ready to attack when you least expect them! Nobody has been bitten so far, but the scouts are terrified of going back.
"

Opt1: Send the scouts back into the viper nest. "The mood is sour for some time, but the scouts eventually return both unharmed and bearing water. They are cheered for their bravery, and the victory celebrations displace any hard feelings among the crew." [+Morale]
Opt2: Cut the water rations instead. [-Morale]



Name: Night Lights
Condition: player is traveling over sea terrain, time of day is night
Text:
"
Sailing at night is always an impressive experience. Your massive ship limps along under wind power while the rowers are all asleep below decks. Barely a light is visible from other ships in your fleet, and the stars above are wholly inadequate to show the way. The ship creeps carefully through the vast and endless darkness, like a man awakened on a moonless night desperately groping for a light source.
^^
Suddenly, watchmen call out a light ahead. Captain changes course to intercept it, other ships following your lead, but the closer you get to the strange light, the less it looks like another ship. It's almost as if it is coming from underwater.
^^
You get very close and there is no more doubt. It is a strange amorphous blob of glowing lights, moving beneath the waves and changing shape as it does. It heads for your ship and surrounds it. Splashes come from the darkness just beyond, like fish jumping out of the water, but bigger. The howling wind brings what sounds like cries of women and children, asking for help.
^^
Despite the size of the ship, it suddenly feels very small in the huge dark sea.
^^
Then, as if on queue, the glowing underwater blob moves away and eventually disappears from view. Only the oldest sea wolves keep their composure and tell stories of seeing this sea monster before. Stories that are undoubtedly imaginary only a little less than entirely.
"

Opt1: The sea is a strange place... [no effect]



Name: Grounded
Condition: player is traveling over sea terrain, player owns his ships, money > 10000
Text:
"
Roman Quinqueremes are large ships that need fairly deep water. So it is important to have a sailor with a depth-measuring line check periodically to make sure the bottom of the sea isn't coming up to become dangerously shallow. Sometimes, however, the depth changes too rapidly to detect, resulting in the ram hitting the bottom. This wouldn't usually be a big problem, since the ram is built exactly for the purpose of hitting things.
^^
Unfortunately, this time the rocks came up both suddenly and unevenly, letting the ram pass before cutting a gash along the side of the ship.
^^
Alarms blare, men run to their stations, forming bucket chains to bail out rapidly incoming water. All the while waves rock the ship's massive hulk, dragging it back and forth along the sharp rocks and ripping it apart more and more.
^^
After a valiant fight, the ship has to be abandoned and the crew distributed among the rest of the fleet. It won't be cheap to replace.
"

Opt1: Too bad the Romans didn't invent insurance... [-10000 denari]



Name: Ghost Ship
Condition: player is traveling over sea terrain
Text:
"
On a clear day your watch spots a small merchant vessel with her oars stationary and what's left of her shredded sail flapping in the wind uselessly. You approach and board the merchant, finding nobody on deck.
^^
The search of her holds revealed no souls on board, but no signs of struggle either. The goods in her hold are untouched and her logs reveal she belonged to a Roman trader, returning home with imports. There is storm damage, but it seems to be from leaving her sails fully deployed in high winds, as if she was already deserted when the foul weather hit.
^^
You may never know what happened here. The best you can do is to tow her to the nearest port to sell. The ship and her cargo should fetch a good price, even damaged.
"

Opt1: A mystery. [+5000 denari]
Last edited by BanDHMO; Jul 1, 2020 @ 5:17pm
[BG]Maxi  [developer] Jul 2, 2020 @ 12:08am 
Originally posted by BanDHMO:
Maxi, I've written some marine flavor events to propose, but then I remembered you previously wrote "-water (parties cant walk on that, so useless for triggers)", so now I'm not sure if you meant events can't trigger while you are in a ship. Maybe the state of being in a ship can itself be used as a condition? Anyway, here they are for your consideration:


Name: Snake Island
Condition: player is traveling over sea terrain
Text:
"
Due to a combination of poor planning, cracked barrels and unforeseen detours, your fleet finds itself short on water. You can probably make it to the nearest known port if you cut everyone's rations, but the crew will not be happy with that decision.
^^
Instead, you approach a solitary island, where a convenient beach offers an easy landing spot. You send a search party to look for streams or ponds. Before long, the soldiers return.
^^
Thousands of snakes infest this island, they report. They are slithering on the ground, hanging from trees, crawling up from under the sand, ready to attack when you least expect them! Nobody has been bitten so far, but the scouts are terrified of going back.
"

Opt1: Send the scouts back into the viper nest. "The mood is sour for some time, but the scouts eventually return both unharmed and bearing water. They are cheered for their bravery, and the victory celebrations displace any hard feelings among the crew." [+Morale]
Opt2: Cut the water rations instead. [-Morale]



Name: Night Lights
Condition: player is traveling over sea terrain, time of day is night
Text:
"
Sailing at night is always an impressive experience. Your massive ship limps along under wind power while the rowers are all asleep below decks. Barely a light is visible from other ships in your fleet, and the stars above are wholly inadequate to show the way. The ship creeps carefully through the vast and endless darkness, like a man awakened on a moonless night desperately groping for a light source.
^^
Suddenly, watchmen call out a light ahead. Captain changes course to intercept it, other ships following your lead, but the closer you get to the strange light, the less it looks like another ship. It's almost as if it is coming from underwater.
^^
You get very close and there is no more doubt. It is a strange amorphous blob of glowing lights, moving beneath the waves and changing shape as it does. It heads for your ship and surrounds it. Splashes come from the darkness just beyond, like fish jumping out of the water, but bigger. The howling wind brings what sounds like cries of women and children, asking for help.
^^
Despite the size of the ship, it suddenly feels very small in the huge dark sea.
^^
Then, as if on queue, the glowing underwater blob moves away and eventually disappears from view. Only the oldest sea wolves keep their composure and tell stories of seeing this sea monster before. Stories that are undoubtedly imaginary only a little less than entirely.
"

Opt1: The sea is a strange place... [no effect]



Name: Grounded
Condition: player is traveling over sea terrain, player owns his ships, money > 10000
Text:
"
Roman Quinqueremes are large ships that need fairly deep water. So it is important to have a sailor with a depth-measuring line check periodically to make sure the bottom of the sea isn't coming up to become dangerously shallow. Sometimes, however, the depth changes too rapidly to detect, resulting in the ram hitting the bottom. This wouldn't usually be a big problem, since the ram is built exactly for the purpose of hitting things.
^^
Unfortunately, this time the rocks came up both suddenly and unevenly, letting the ram pass before cutting a gash along the side of the ship.
^^
Alarms blare, men run to their stations, forming bucket chains to bail out rapidly incoming water. All the while waves rock the ship's massive hulk, dragging it back and forth along the sharp rocks and ripping it apart more and more.
^^
After a valiant fight, the ship has to be abandoned and the crew distributed among the rest of the fleet. It won't be cheap to replace.
"

Opt1: Too bad the Romans didn't invent insurance... [-10000 denari]



Name: Ghost Ship
Condition: player is traveling over sea terrain
Text:
"
On a clear day your watch spots a small merchant vessel with her oars stationary and what's left of her shredded sail flapping in the wind uselessly. You approach and board the merchant, finding nobody on deck.
^^
The search of her holds revealed no souls on board, but no signs of struggle either. The goods in her hold are untouched and her logs reveal she belonged to a Roman trader, returning home with imports. There is storm damage, but it seems to be from leaving her sails fully deployed in high winds, as if she was already deserted when the foul weather hit.
^^
You may never know what happened here. The best you can do is to tow her to the nearest port to sell. The ship and her cargo should fetch a good price, even damaged.
"

Opt1: A mystery. [+5000 denari]
Is possible to do yes. I will add them. Thx.
Last edited by [BG]Maxi; Jul 2, 2020 @ 12:08am
Ilevus Jul 2, 2020 @ 12:16am 
Spotted a possible bug. During quests to capture spies in town, the mod's randomness on whether enemies are knocked out or killed makes capturing the spy and his handler extremely difficult, if not impossible to complete. I even used a blunt weapon and ended up killing the targets instead of making them just wounded.
[BG]Maxi  [developer] Jul 2, 2020 @ 12:19am 
Originally posted by Kornan:
Spotted a possible bug. During quests to capture spies in town, the mod's randomness on whether enemies are knocked out or killed makes capturing the spy and his handler extremely difficult, if not impossible to complete. I even used a blunt weapon and ended up killing the targets instead of making them just wounded.
its the realistic troop wounds setting: if damage dealed is very high he dies. You would have to kill him with your fists our a knife...

Edit: If you deal more than 40 damage troop will die
Last edited by [BG]Maxi; Jul 2, 2020 @ 12:22am
BanDHMO Jul 4, 2020 @ 10:16am 
TIL about Latrones, which apparently was a chess-like game in Rome and, sadly, we don't know the rules. There are about 5 different interpretations. So, another flavor event to offer.

Name: Latrones
Prereq: player is emperor, near Rome, >50000 denari

Text:
"
Latrones is a popular Roman two-player board game of military tactics played on a checkered board, the object of which is to eliminate the opponent's pieces by outflanking them with your own. Success, as on a battlefield, requires a mix of trickery, intelligence, and experience. It is commonly played in parks and taverns, but the nature of a board game means only a few spectators gathered around the table can watch.
^^
A minor nobleman, who chairs and patronizes Rome's annual latrones tournaments is looking to change that. He has devised a scheme for this year's final event to be held at the city's great amphitheater. A huge board would be drawn on the ground, and live gladiators used for pieces, commanded by Rome's top two players. As per the game's rules, when two allied gladiators end up on either side of an opponent, they would slay him.
^^
The nobleman hopes to up the game's appeal by introducing bloodsport elements so popular with the crowds. He is asking for your permission and financial support.
"

Opt1: Ridiculous! Board games belong on a table. "The nobleman bows and offers his apologies. His idea is never voiced again and the tournament goes on as in years past." [no effect]

Opt2: No! Killing gladiators who don't fight back is wrong. "The nobleman bows and offers his apologies. His idea is never voiced again and the tournament goes on as in years past." [no effect]

Opt3: Let him do it at his own expense.
"With your approval, the nobleman raises enough money to hold his event. It is met with limited success. Naturally, the plebs welcome a free distraction from daily toil, but the game's slow pace makes the crowd unable to summon the fever-pitch roaring that is common at gladiator fights." [+Rome relations]

Opt4: Contribute 50,000 denari to the Latrones Championship Finals.
"
The emperor's generous donation is followed by many more from Rome's wealthiest seeking to be in with the latest fashions, and the event grows into an incredibly lavish festival. The crowds are drowned in free wine and foods, the best commentators loudly describe the events as they happen in each aisle, and gorgeous half-naked slaves walk around displaying a large golden chalice that will be the winner's prize.
^^The show is carefully choreographed around the game, to fill its slow points with interesting content and keep the crowd's attention and excitement going. It is a resounding success, and the game's popularity grows.
^^The newly founded Annual {playername} Live Latrones Championship Finals will be able to attract enough sponsors without any impact on your treasury in future years.
"
[++Renown, +Rome relations, -50000 denari]
[BG]Maxi  [developer] Jul 5, 2020 @ 12:07am 
Originally posted by BanDHMO:
TIL about Latrones, which apparently was a chess-like game in Rome and, sadly, we don't know the rules. There are about 5 different interpretations. So, another flavor event to offer.

Name: Latrones
Prereq: player is emperor, near Rome, >50000 denari

Text:
"
Latrones is a popular Roman two-player board game of military tactics played on a checkered board, the object of which is to eliminate the opponent's pieces by outflanking them with your own. Success, as on a battlefield, requires a mix of trickery, intelligence, and experience. It is commonly played in parks and taverns, but the nature of a board game means only a few spectators gathered around the table can watch.
^^
A minor nobleman, who chairs and patronizes Rome's annual latrones tournaments is looking to change that. He has devised a scheme for this year's final event to be held at the city's great amphitheater. A huge board would be drawn on the ground, and live gladiators used for pieces, commanded by Rome's top two players. As per the game's rules, when two allied gladiators end up on either side of an opponent, they would slay him.
^^
The nobleman hopes to up the game's appeal by introducing bloodsport elements so popular with the crowds. He is asking for your permission and financial support.
"

Opt1: Ridiculous! Board games belong on a table. "The nobleman bows and offers his apologies. His idea is never voiced again and the tournament goes on as in years past." [no effect]

Opt2: No! Killing gladiators who don't fight back is wrong. "The nobleman bows and offers his apologies. His idea is never voiced again and the tournament goes on as in years past." [no effect]

Opt3: Let him do it at his own expense.
"With your approval, the nobleman raises enough money to hold his event. It is met with limited success. Naturally, the plebs welcome a free distraction from daily toil, but the game's slow pace makes the crowd unable to summon the fever-pitch roaring that is common at gladiator fights." [+Rome relations]

Opt4: Contribute 50,000 denari to the Latrones Championship Finals.
"
The emperor's generous donation is followed by many more from Rome's wealthiest seeking to be in with the latest fashions, and the event grows into an incredibly lavish festival. The crowds are drowned in free wine and foods, the best commentators loudly describe the events as they happen in each aisle, and gorgeous half-naked slaves walk around displaying a large golden chalice that will be the winner's prize.
^^The show is carefully choreographed around the game, to fill its slow points with interesting content and keep the crowd's attention and excitement going. It is a resounding success, and the game's popularity grows.
^^The newly founded Annual {playername} Live Latrones Championship Finals will be able to attract enough sponsors without any impact on your treasury in future years.
"
[++Renown, +Rome relations, -50000 denari]
Nice one, thanks
BanDHMO Jul 9, 2020 @ 9:43am 
One more sea flavor event, this one location-tied:

Name: Pillars of Hercules
Condition: over sea terrain, proximity to Hercula (HS)
Text:
"
Two mountains flanking the narrow straight, which connects Mare Nostrum to the great ocean beyond, are called the Pillars of Hercules. The great hero is believed to have smashed this straight right through the mountains with his superhuman strength. It may be doubted that even a demi-god like Hercules could have done such a feat, but there is no denying that Mons Calpe and her sister to the south now frame the gateway to the great blue unknown.
^^
When the fleet approaches it, your navigator reminds you of dangers that lie beyond. Waves and wind are often stronger than in the inner sea, the water is colder and sometimes a different color. Those who can brave sailing here can make their way to Lusitania, western Gaul, and all the way to Britannia. But the journey is fraught with danger and seldom made.
^^
A plaque is engraved in a small shrine at the mouth of the straight, stating eloquently:
^^
'Ne plus ultra' - Nothing further beyond.
^^
Maybe this plaque lies. Somewhere out there beyond the Pillars is rumored to be the lost island of Atlantis, waiting for an explorer brave enough to find it.
"

Opt1: Someday it will be found. [no effect]
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