Mount & Blade: Warband

Mount & Blade: Warband

Perisno
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fire  [developer] Jun 2 @ 3:49pm
V1.50.0 Changelog
[New Quests] Quests, Towns, added a food fetch quest
[New Quests] Quests, Villages, added a new quest where you deliver goods from one village to another.
[New Quests] Quests, added a new fetch quest to Galwe Library
[New Quests] Quests, added a relatively short quest related to slaves
[New Quests] Quests, added a new Tolranian quest called The Elongruate
[New Features] Adventurer's Guild, added rankings to Adventurer's Guild. Every time you complete a basic request, it will count towards your rank. Reaching certain thresholds will eventually unlock the next tier, increasing your payout from jobs
[New Features] Adventurer's Guild, requesters will now sometimes put in requests for items, such as logs, tools, velvet, or even gold bars instead of strictly having to hunt down parties.
[New Features] Balancing, knockout mechanics, all weapons can now knock out targets depending on overkill damage. Damage cannot exceed a set percentage of the maximum health after the target reaches 0. Slashing damage is 10%. Piercing damage is 20%. Blunt damage is 30%. Blunt damage will still roll a 50% chance to kill or knock out. If it is kill, it will check for overkill damage.
[New Features] Balancing, unarmed damage has been increased depending on the armor value of the attacker's gloves and their strength
[New Features] Bandit Infestations, if your total party skill has 7 tactics or higher you will receive a message upon entering a village or town that there are suspicious individuals at the location
[New Features] Battles, added Troop Efficiency to the Casualties screen, displaying how many times you, your troops, or your companions killed or wounded the enemy
[New Features] Battles, implemented Khamukkamu's Over the Shoulder Camera OSP script. Pressing END key will enable a different camera angle in third person mode. Pressing PgUp or PgDn will change the shoulders. This should make it easier to play as a giant.
[New Features] Books, added a new book called Know Thyself that increases your Race Ability by 2 upon completion
[New Features] Books, added a new book that boosts Foraging by 2, obtainable after completing Silda's quest
[New Features] Books, having Reis Multitudinis in your inventory gives a small increase to party size
[New Features] Camp Options, added a new menu that allows you to mass release many prisoners at once for honor and relations, if applicable.
[New Features] Camp Options, when preserving meats, your party's foraging skill will now reduce the amount of time required to preserve, down to 1 max. Foraging skill will now also give you a tiny chance to double each meat preserved.
[New Features] Caravans, if the player attacks a caravan, only lose relations/renown/honor if the player is spotted by local parties or leaves witnesses. Attacking a caravan will now result in morale loss, determined by the amount of troops in the player's party that have 4 looting skill or less. Companions are ignored.
[New Features] Chancellor, when changing domestic policy the player will now be able to command all of their vassals to automatically use their kingdom's culture, followed by the default relations loss
[New Features] Cheats, added a new option to the Camp > Cheat menu that allows you to spawn an outlaw party to put troops in it, for testing troops against each other. Naturally troops will die, this is for actual testers
[New Features] Companions, Antiope officially retconned and replaced by a new original named character, Cassadis
[New Features] Companions, during auto upgrade, you can now lock the equipment settings to prevent their equipment from being modified when selecting Apply to everyone
[New Features] Companions, when sending them out to spread the word for your right to rule, their persuasion is now directly added as a bonus. For example if their Persuasion is 8, the base is 3, you gain a total of 11 RTR when they return
[New Features] Companions, while in the player's party, each point the companion has in Leadership will increase the main party's size by 5% of the companion's level.
[New Features] Companions, while in the player's party, now grant their leadership skill as a morale bonus similar to inspirational soldiers
[New Features] Companions, you can now access the inventory of companions. You will also be able to auto-sell their items via the marketplace menu. You can also tell them to gather all the items off the ground when leaving a battlefield. However, items in companion inventories will reduce the speed of your party. Use it wisely!
[New Features] Constable, when recruiting Ingvar's Mercenaries, you can now request for repeats at extra cost.
[New Features] Constable, when recruiting household guards, you can now request for repeats at extra cost.
[New Features] Diplomacy, you can now hand fief over to lords as a vassal without asking for a trade
[New Features] Enterprises, in the town menu, if you have an enterprise it is now displayed in the text at the top of the page
[New Features] Enterprises, you can now make an investment into your enterprises. This will require you to own some land in the same town. After investing, it will increase profits of your enterprise by 30 up to 100% over time. If the town is under sequestration, you will risk losing your investment bonus.
[New Features] Factions, Mercenary Captain, the player can now offer their services as a mercenary captain directly to the monarch of the faction
[New Features] Factions, added a rank displaying your status in Player Reports for how many wars you have assisted as a mercenary captain. Your rank will also increase the amount of income you receive.
[New Features] Factions, after a faction is defeated, if your kingdom was at war with them, you will gain relations with all lords in your kingdom relative to how much relations you already have with them. This takes into effect as long as you are a vassal, mercenary, or the monarch of the faction.
[New Features] Factions, as a Mercenary Captain, added days remaining to the reports screen
[New Features] Factions, asset update for Hakkon, Tolrania, Zann, and Reichs
[New Features] Factions, lords gain +1 renown whenever they defeat another lord in the overworld
[New Features] Factions, participation in wars now affect the way lords view you. During war, if you decide to not particiate at all in the war, you risk (not guaranteed) losing relations with all lords in your faction. If you participated heavily in the war by defeating lords (assisting or solo) and sieges (assisting or solo) you are guaranteed to gain relations.
[New Features] Factions, when assisting Village Farmers in battle, gain relations with their home village
[New Features] Factions, when the player is the Monarch or the Marshal, right clicking a nearby lord on the map will now allow you to order them to follow you without interacting with them in dialogues. You can also tell them to stop following you the same way.
[New Features] Factions, while as Monarch, when assigning fiefs, now displays if the lord is the Original Owner or the Previous Owner of the fief.
[New Features] Factions, while as Monarch, when giving fiefs to lords post-siege dialogue, you can now choose whether to give the villages included with the fief or only the fief itself.
[New Features] Factions, while the player is a Vassal, they can now speak to their Chancellor to send a message to their Monarch that they are defecting. This will result in more severe consequences and will always default to keeping your fiefs, if applicable.
[New Features] Factions, while the player is the Monarch, added a system where villages, castles, and towns send in requests to your minister, who you will speak with, to see what they need help with. These will not be quests, but rather ways to help manage your kingdom.
[New Features] Factions, you can now leave your kingdom without speaking to your monarch by accessing the camp menu, take an action, and leave kingdom. You can also choose to leave with your fiefs following a war, or without them.
[New Features] Fief Improvements, added "Expanded Farmlands" upgrade for Castles for a small improvement in overall income
[New Features] Freelancing, you now generate a small amount of experience based on the lord's trainer skill and their level, every day
[New Features] Game Options, Factions, added an option that allows you to control how frequent factions go to war with each other, allowing for faster, slower, or very peaceful playthroughs
[New Features] Game Options, Ironman Mode, added a new option at the beginning of the game that ends your run the moment you die under any circumstances.
[New Features] Game Options, added a config that allows players to turn off death from blunt trauma
[New Features] Game Options, added a new option that informs the player of where a lord was imprisoned, when they become a prisoner. This option is enabled by default.
[New Features] Game Options, added a new option when creating your character without a predetermined background. You can now pick from a list a starting items you want to spawn with, where the item is determined by your chosen spawn location.
[New Features] Game Options, added a toggle that randomizes the targets for the second wave of Zann Invasion
[New Features] Game Options, added a toggle to disable the feature where the player, their companions, and their spouse randomly receive a bonus stat every 3 to 4 weeks.
[New Features] Game Options, added an Auto Save function that works on both Realism and Non-Realism mode, that automatically saves every night
[New Features] Game Options, added an option you can enable to give you a warning if there a hostile party nearby while holding down CTRL + SPACE
[New Features] Game Options, the player can now control what melee weapons their troops prioritize. The player can also adjust how often their troops swap weapons, and to use bastard/polearm weapons with or without a shield
[New Features] Game Options, the player is now able to force their lords to completely clear their party of units not belonging to the lord's party template. Their party template can be altered via the same way you change a lord's party template in their dialogues. This feature will allow players to maintain a consistent army
Last edited by fire; Jun 2 @ 3:50pm
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fire  [developer] Jun 2 @ 3:51pm 
[New Features] Game Options, while cheats are enabled, in the camp cheatmenu you can now import/export companions
[New Features] Game Options, while in the Manage my Court menu, you can now enable or disable automatic reinforcement recruitments at the cost of generating less income for as long as you're under the expected garrison threshold. Castles being 70, Towns being 200.
[New Features] Household Guards, Lords will now generate HHG inside of their Garrisons but the player will not be able to pull them out. If the player deposits the matching HHG, the player will no longer be able to withdraw them
[New Features] Household Guards, the player will be able to recruit more household guards depending on the total relations of all the towns that belong to the player's faction, whether they are the monarch or a vassal. Castles do not count, as they do not have relations.
[New Features] Household Guards, you can now have your spouse, or their family, teach any of your household guards a single skill that their own household guard is proficient in, which is level 5 or higher. Each type of household guard can only have one boosted skill, which is Foraging, Trainer, Pathfinding, Spotting, Wound Treatment, Surgery, First Aid, Engineer, or Prisoner Management. If you select another skill for your household guard to be taught, they will lose the previous skill.
[New Features] Items, unique items will now appear as Unique as its description. Legendary items will also appear as Legendary as its description.
[New Features] Items, while holding Shift, now shows more information on the item when hovering over it. Classifies items as Extremely Rare, Rare, Uncommon, or Common merchandise or loot. If it is merchandise, displays the factions that sell it. If it is not merchandise, displays if it is loot.
[New Features] Kingdom Caravans, added a rank displaying your status in Player Reports for how many caravans you escorted
[New Features] Kingdom Caravans, in addition to the previously implemented feature of escorting ranks, once you have achieved the rank of Friend caravans will give you a random trade or food item after completing an escort
[New Features] Kingdom Caravans, the more caravans you escort the more they will begin to pay you for your protection services
[New Features] Kingdom Caravans, you can now ride in a caravan if you have less than 30 troops, paying 20 aurums per person
[New Features] Legendary Weapons, Skyfall, once obtained by defeating Zeladeck you will incur severe relations penalties with Illica. It will also become more difficult to marry Liana.
[New Features] Legendary Weapons, Skyfall, once obtained by defeating Zeladeck you will incur severe relations penalties with Illica. It will also become more difficult to marry Liana.
[New Features] Lords, as a prisoner in your party you can now sell them to a faction that is at war with the prisoner's faction but incur a relations loss in the process. You only qualify for a sale as long as you are either factionless, a mercenary (for any faction), or a vassal or monarch for another faction.
[New Features] Lords, as a prisoner in your party you can now surrender them to any garrison of your faction, as long as your kingdoms are at war
[New Features] Lords, dialogues, when suggesting a course of action you can request for a patrol to be sent to patrol a fief
[New Features] Lords, household guards, once you reach +90 relations with a lord you can obtain a full set of standard equipment matching their household guard. In order to qualify you must be married to them or be their son or daughter in law. (Any other relations do not qualify)
[New Features] Lords, if there is a lord with 90 relations or higher that you have not received a stat from, sometimes a lord of the same faction will remind you that you can speak with them
[New Features] Lords, the player can now compliment or insult lords to gain or lose relations
[New Features] Lords, those who do not have unique party templates, depending on their Trainer level, will have a higher chance of recruiting higher quality troops
[New Features] Lords, when a lord has provided you with an extra stat point, it will be displayed in their Notes that they have taught you something useful.
[New Features] Lords, when accompanying a lord in your faction to raid villages, you now gain one relations with them upon completion
[New Features] Lords, when asking them about the war, you can now ask for the locations of imprisoned lords. If the lord is a prisoner of a party in the field, the party will become temporarily visible to the player.
[New Features] Lords, when defeated on the battlefield by the player, reduces their chances of escaping by half after all other calculations
[New Features] Lords, when giving land to a Companion, added a reply dialogue for lords that speak against giving land to a commoner. If they are apart of your kingdom, you will get a 3rd dialogue that will prevent the dialogue to ever appear again but suffer relations with all of your current lords
[New Features] Lords, when marrying Liana, Zeladeck the Chosen One will no longer be hostile towards you, but may still attack you when assisting other Illicans. If you had previously defeated him and obtained Skyfall, he will remain hostile
[New Features] Lords, when telling them that they no longer need to accompany you, you can now use a new dialogue to inform all nearby lords to stop accompanying you.
[New Features] Lords, when viewing their information in the notes, now displays the location of their current home.
[New Features] Lords, when you have not yet collected a bonus stat point from them, will now show a plus sign by their name in reports > view political and courtship reports > view list of known lords by relation.
[New Features] Main Menu, rotated loading screen artwork. Loading up the game is now Krysanna, main menu is still the Perisno Guardsman, and loading up the game is now the Tolranian Paladin. Perisno Wolf Maiden artwork has rotated out
[New Features] Mercenaries, added "Poor Farmers" to taverns that may randomly appear, as an extra way to obtain farmers or peasant women
[New Features] Mercenaries, mercenary captains, you can now establish a contract with them once you have a constable, which will allow you to recruit those mercenaries by speaking to your constable.
[New Features] Mercenaries, the player can now recruit Perisno Squires from Nox of Zephili as long as the player has Aracanus in their party
[New Features] Mercenaries, when recruiting them you now have the option to view their character stats
[New Features] Mercenary Companies, added Eagles, Wolf, and Lymbard to the roster. Available after having 25 relations or higher with them
[New Features] Mercenary Guild, as by popular request, female giants have been returned to the roster but are only available if you have cheats enabled, remaining lore-friendly.
[New Features] Mercenary Guild, you can now speak with Ingvar from the menu options when visiting the Mercenary Guild
[New Features] Merchants, by default their inventory reset every 4 days (starting from day 4). You can now control how often their inventory resets via Camp > Game Options. Inventory resets at night.
[New Features] Merchants, you can now speak to the armorer to make a request for armor. It will take time for them to acquire the armor, in which you will receive a notification that it is ready for pickup. Not every armor will be obtainable. More armor becomes available depending on your relations with the town.
[New Features] Merchants, you can now speak to the horse merchant to make a request for a mount. It will take time for them to acquire the mount, in which you will receive a notification that it is ready for pickup. Not every mount will be obtainable.
[New Features] Merchants, you can now speak to the weaponsmith to make a request for a weapon. It will take time for them to acquire the weapon, in which you will receive a notification that it is ready for pickup. Not every weapon will be obtainable. More weapons become available depending on your relations with the town.
[New Features] Minor Factions, Snow Walkers and Sand Walkers, added one extra tier to their troop trees.
[New Features] Moneylending, added Auto Collect to the money lending menu to automatically withdraw (or pay debt, beware!) along with the budget report
[New Features] Night Ambushes, up to 2 companions or troops, whichever comes first, will spawn with you to assist in the night ambush. These troops are NOT randomly selected, it will always prioritize the first troops in your party.
[New Features] Notes, Perisno Concepts, added a new page that provides information on Specialist Troops
[New Features] Notes, Perisno Concepts, added a new page that provides information on enlisting into a lord's party
[New Features] Notes, Perisno Concepts, added a new page that provides information on player caravan
[New Features] Notes, Perisno Concepts, added a new page that provides information on requesting equipment from locals including upgrades
[New Features] Notes, Perisno Concepts, added a new page that provides information on troop and garrison management hotkeys
[New Features] Open World, for as long as your party consists of only yourself, and you are not hauling a caravan, all parties on the map will be completely oblivious of you until they are next to you.
[New Features] Overworld, added new responses for when you ask for rumors from merchants
[New Features] Overworld, after sieging a castle or town, you are no longer forced to start your own faction. Instead, you can choose to "raze" the town or castle which will cause the location to plummet in prosperity (if it is a town). Doing so will suffer significant relation loss with the faction, the town, and its owner. You will also lose honor and renown. Afterwards, you will collect its accrued rent and tariffs, while also looting its stores. The chances of you looting items from the stores increases primarily based on your party looting skill with a small bonus from tactics.
[New Features] Overworld, if a kingdom is a war, there is a chance refugees can spawn from poor villages to escape to a faction that is not at war
[New Features] Overworld, player can rest at the Mercenary Guild after speaking to Ingvar
[New Features] Overworld, when right clicking a party, the Estimate Party Strength option has been repurposed to View Army Composition. This will allow you to see in more detail all of the troops in the party, in scenarios where their party may be too large to view, or for when you want to see more specific details on troops
[New Features] Overworld, whenever parties are removed for having 0 troops, their prisoners have a chance to become deserters and outlaws.
[New Features] Overworld, you can now control the icon in which you use via Camp > Game Options. You can select any of the Major Faction including some minor factions
[New Features] Overworld, you can now right click any fief that is owned by you, or your spouse, and access the fief improvement menu.
[New Features] Player Abilities, added the ability to open or close your visor on applicable helmets like how the AI does in combat
[New Features] Player Abilities, the player can now parry incoming projectiles for reduced damage. When the player blocks the moment before a projectile connects with the player, damage of the projectile is reduced by 3% of the proficiency of the weapon they are holding up to a total of 90% damage reduction. Damage is further reduced by half after previous calculations. Furthermore, Naphali will have constant parry uptime for the duration of their active race ability. Outside of the Naphali race ability, regular parrying will have a 1 second cooldown after the start of each block. Parrying currently only applies to the player.
[New Features] Player Abilities, the player, including all hero-type troops, can activate a new Race-specific ability (except Humans.) All active race abilities last for 10 seconds. For the duration of the 10 seconds, Naphali will heal, Giants will deal more damage, and Dwarves will take less damage. Humans (both the player and lords) will passively reduce the cooldown of their Battle Cry ability by 3 seconds per level in Race Ability
[New Features] Player Caravans, added a rank displaying your status in Player Reports for how many caravans you delivered to the correct location
[New Features] Player Caravans, after purchasing a caravan a message will appear in the logs of the origin + destination. A quest will in your quest logs as well.
[New Features] Player Caravans, once in a while you will be able to donate some of the goods in your caravan to a village. The amount removed is random and directly affects how much your caravan is worth while also recalculating your map speed
[New Features] Player Caravans, the player can now purchase a caravan from town guards. These will be illicit goods purchased at half the cost but with no preset destination and can skip the licensing fee. Asking town citizens about rumors can also sometimes get information on a town that has recently confiscated a caravan
[New Features] Quests, a new quest that introduces The Elongruate, a tournament that emphasizes on the prowess of Tolrania's Master Hackers. Begins by speaking with Zander the Master Hacker in Valellon Castle.
[New Features] Quests, during Rescue or Ransom a Prisoner, you can now speak to the lord or the monarch of the kingdom who is holding the rescue target prisoner to pay a ransom
[New Features] Quests, for Sidhethon and Nodah, if you siege the fief associated with their quest, you now have the option to immediately grant the fief to the faction related to the quest, if they are active.
fire  [developer] Jun 2 @ 3:52pm 
[New Features] Quests, when saving the Kidnapped Girl, you can now accept or decline the reward after completion. When declining the reward, you will receive slightly more experience, honor, and renown.
[New Features] Quests, when the player is a mercenary for a faction but the faction is no longer at war with anyone, the mercenary contract will end sooner
[New Features] Reference Materials, Minor Faction Leaders have been added to the list
[New Features] Reports, the date of your save is now displayed in the Reports screen (ex: Day 4037)
[New Features] Reports, when checking character report, now lists all cities that the player owns an enterprise in, including cities that the player doesn't own an enterprise in
[New Features] Reports, when checking character report, now lists all cities that the player owns an enterprise in, including cities that the player doesn't own an enterprise in
[New Features] Shortcuts, added a new shortcut to recruiting troops from villages and towns. Holding down R while entering the town/castle/village will automatically recruit the available troops
[New Features] Sieges, garrisons with no siege tower or siege ladders will now require Tactics instead of Engineering to siege the garrison. These will go significantly faster than ladders. Affected locations are: Forde, Arish, Karnoth, Dwallnor, Qaletaqa, Laidir Castle, Dasselocht Castle, Aolas Castle, Hornogoth Castle.
[New Features] Sieges, when the AI no longer has any troops on their walls for an extended amount of time they will charge instead of trying to get back onto the walls
[New Features] Sprinting, added a toggle option in the Camp Options to disable sprinting for both the AI and Player
[New Features] Spymaster, you can now pay the Spymaster to recruit some promoters for you, to promote your name at a town, castle, or village, for a chance to increase your relations with the locals
[New Features] Start Options, added Mayhem Mode which doubles/triples/quadruples party sizes for all major factions and forces them to use primarily elite troops. Lords will fight for their faction until the end. Zann invasive parties have increased in size. Lords with no HHG will use Fief Guards as HHG.
[New Features] Start Options, added details to the new Mayhem Mode, but also the older modes such as Hard Mode and Canonical Wars
[New Features] Start Options, re-implemented the proficiency toggle but with more options. You can now increase or decrease troop proficiencies with the following: 200%, 75%, 50%, or 25%. Or leave it at the standard 100%. This affects ALL units in the game, including lords, heroes, companions, and household guards. Also affects the minimum and maximum of household proficiencies when training
[New Features] Tavernkeeps, added a new dishwashing minigame that involves clicking through dialogues in a specific pattern in order to get a little bit of pocket change
[New Features] Towns, Leuven, now passively sells excessive gold ingots. Lords, including the player, will receive the profit from each sale each time gold is sold.
[New Features] Towns, and castles, when entering the keep you can speak to the guard to quickly ask the location of the local lord
[New Features] Towns, and castles, when visiting the prison, if the player is apart of the garrison's faction, removed the "I've come to break you out" dialogue as you cannot break them out of prison. Instead, you can now purchase them from the garrison to be added into your party as a prisoner.
[New Features] Towns, if you own the town, you can now control the type of merchandise that appears in the town, whether it be the new culture, the original culture, or a mix of both which is the default
[New Features] Towns, towns will receive random upgrades, or none, at the beginning of the game
[New Features] Towns, when sneaking into a town, or a castle, you now always spawn in with your first equipped item
[New Features] Towns, when speaking to townsmen, when asking them a question, you can now ask for directions towards any merchant, the prison guard, castle, tavern, or general store.
[New Features] Towns, when using Perisno's custom shop menu, you can now cycle between companions' inventories by clicking the new buttons at the top right of the screen
[New Features] Towns, you can now refine equipment at all towns by speaking to the weaponsmith and armorsmith. All related NPC's will have their own unique cooldowns. If the item matches the original or current faction of the town, you will be able to upgrade it. If it does not, you will only be able to repair it up to Plain. Gordga Hammerhead will continue being able to upgrade equipments of all factions.
[New Features] Training Grounds, upon completing the trials, gain a small amount of proficiencies
[New Features] Travelers, when asking about persons, if the selected person is a minor faction leader such as Zeladeck or Zolona, and if the person is active on the field, the traveler will temporarily reveal them on the map and tell you the last location they were spotted at
[New Features] Travellers, added an option to determine where bards or wandering troubadours are
[New Features] Vassal Gifts, when apart of a kingdom long enough, you will receive a full set of max upgraded armor noble armor. The first set will be Tier 1, then Tier 2, then Tier 3 (if applicable).
[New Features] Version Checker, added an extremely annoying warning that will constantly spam your screen if you are using an incompatible save
[New Features] Villages, depending on your relations with the village you can now randomly get tier 2 troops instead of tier 1. Recruiters sent by your constable will have the same benefit
[New Features] Villages, during bandit infestations, villages that have guard upgrades will automatically remove any future infestations as long as the bandits are under, not equal to, level 30. If the bandits are above level 30, guards have a 50% chance to prevent infestation at the time infestation is calculated.
[New Features] Villages, when raided a party of villagers will spawn to try and escape to the closest garrison
[New Features] Weapon Mastery, every level will instantly increase your proficiencies by a small amount

[Gameplay Changes] Adventurer's Guild, Joan Zwiebel now slowly regenerates 1-3 Hackers and Archers into her party up until 100 of each, but will no longer keep any other troop. She is also now classified as a Hero and will use First Aid. Since she is a leader, she will also use Battle Cry. She will also be recruitable via Mercenary Company system.
[Gameplay Changes] Adventurer's Guild, during Oksanamun's quest, after full completion the player currently gains +1 spotting. Added +1 foraging on top of this.
[Gameplay Changes] Adventurer's Guild, during the Zann Engineer quest, when you have to escort Syabr to Forde you can now tell them to go there on their own, allowing you to accompany them instead of lead them. It will also automatically complete and progress the quest once they get to Forde. Naturally, you still have to protect them
[Gameplay Changes] Adventurer's Guild, when asking for a job, the player will be informed which NPC it is (tavernkeep, guild master, etc.)
[Gameplay Changes] Arena Master, randomized the weapons that are available, allowing troops to spawn with a wider variety of weapons (sword, dagger, twohander, polearm, with a chance to spawn with bow, crossbow, or throwing javelins)
[Gameplay Changes] Balancing, Blunt Weapons, only One-Handed variants, excluding Two-Handed, Bastards, and Polearms, have had their attack speed increased by 5% across the board
[Gameplay Changes] Balancing, Leaf Bombs, no longer permanently enrages. Higher level troops recover from enrage faster than lower level troops.
[Gameplay Changes] Balancing, Leaf Bombs, rewrote the AOE script to fix inconsistencies in damage calculations which caused leaf bombs to do little to no damage even when the bomb explodes right on the target
[Gameplay Changes] Balancing, longbows and bows missile speed is now directly related to their damage. Low damage means low missile speed, high damage means high missile speed. Longbows haave higher missile speed than shortbows. Crossbows also had their missile speeds adjusted.
[Gameplay Changes] Balancing, longbows and bows missile speed is now directly related to their damage. Low damage means low missile speed, high damage means high missile speed. Longbows haave higher missile speed than shortbows. Crossbows also had their missile speeds adjusted.
[Gameplay Changes] Balancing, reverted the crossbows given to outlaws around Vinica back to crossbows unusuable while mounted.
[Gameplay Changes] Balancing, thrown weapons now deal 40% extra damage to mounts, the same effect that Polearms have
[Gameplay Changes] Balancing, when raiding a village, reduced the base relations you lose with lords from 10 to 5, but now dynamically increases the amount of relations you lose depending on their positive relations with you
[Gameplay Changes] Balancing, when raiding a village, reduced the base relations you lose with lords from 10 to 5, but now dynamically increases the amount of relations you lose depending on their positive relations with you
[Gameplay Changes] Battles, morale penalty for retreating no longer occurs if there are no casualties on either side.
[Gameplay Changes] Books, added skill information to books
[Gameplay Changes] Books, while reading, you now gain a tiny bit of progress over time with the active book even if you are not resting
[Gameplay Changes] Camp Options, when crafting armor, now takes into account the engineering skill of your companions before bonuses.
[Gameplay Changes] Chamberlain, in addition to adding better control over how you withdraw money, you can now tell your chamberlain to automatically collect money from landowning every budget report.
[Gameplay Changes] Chamberlain, when collecting funds you will now have more options. The options are either to collect all funds from ALL treasuries, all funds from treasuries but not your court, or all funds from landowning
[Gameplay Changes] Chamberlain, when using auto-collection (or chamberlain collection), a 10% or 100 aurums minimum processing fee will be paid per town. If the town has 0 or less assets, there will be no fees (but you will still pay the debt, if there are any)
[Gameplay Changes] Chancellor, when sending gifts, the caravan will now be lightly reinforced
[Gameplay Changes] Cheats, moved "Redress Ingvar's with Empress Tofu's Setup" to the front page in Camp > Cheatmenu to make it easier to redress all of your Ingvar Mercenaries into basic gear
[Gameplay Changes] Companions, Khivachis, now gains random stats like the player and their companions but only if Khivachis is inside of the player's party. If she is not in the player's party, she will not receive random stats
[Gameplay Changes] Companions, Khivachis, you can now duel Khivachis
[Gameplay Changes] Companions, during auto upgrade, if you select two-handers, if the companion has a shield or is expecting to equip a shield, the companion will now only equip bastard weapons. If the companion is also assigned a one-handed or polearm, they will ignore this filter.
[Gameplay Changes] Companions, when your character's noble lady wife is in your party, they will no longer "scatter" like companions do if you are defeated
[Gameplay Changes] Constable, when asking the constable to train troops, and selecting melee second path, now properly selects the second melee path. For example, this allows the Constable to automatically train Perisno Guardsmen instead of Perisno Champions
[Gameplay Changes] Constable, when sending out a patrol, adjusted the timers for patrols. Large will remain at 7 days. Medium and Elites will have a 4 day timer. Small Patrols will have a 2 day timer.
[Gameplay Changes] Constable, when training troops, no longer takes into account the player's trainer skill level as the player is not the trainer. Now assumes the maximum value
[Gameplay Changes] Enterprises, every 10 relations with the faction of the town reduces the need to have the calculated total of relations required to build an enterprise by 1
[Gameplay Changes] Enterprises, every negative relation the lord of the town has with the player increases the required amount of relations required with the town to build an enterprise by 3x the amount
[Gameplay Changes] Enterprises, if the Lord of the town has negative relations with the player, 33% of the town's relation with the player is used to counteract the negative relations of the lord (If lord has -3 relations, 9 relations with the town is required to to bypass the enterprise lock from the negative relations)
fire  [developer] Jun 2 @ 3:52pm 
[Gameplay Changes] Enterprises, if you own an enterprise in an enemy faction, the enterprise will no longer be under sequestration if the player has 50 relations or higher with the owner of the town during the time of budget processing
[Gameplay Changes] Enterprises, prices to establish an enterprise are discounted depending on the player's relation, up to 33% discount at 99 relations. Reselling an enterprise will always return 90% of the cost during the time of purchase including whatever is in the enterprise's inventory.
[Gameplay Changes] Factions, Bakhal are now hostile to outlaws
[Gameplay Changes] Factions, Kaikoth Confederation, autocalc is now significantly more favorable for them when it comes to defending their original garrisons
[Gameplay Changes] Factions, Kaikoth, lightly nerfed Kaikoth Ironguards since they gained a huge buff from being able to use their bastard hammers in two handed mode. Lightly buffed Kaikoth Mountainkeepers so that they can remain relevant after Ironguards were buffed by two handed mode.
[Gameplay Changes] Factions, Perisno, Perisno Rune Ranger, removed the sword and shield. Weapon has been replaced with a Perisno Noble Glaive and given an additional Flaming Arrows quiver. This is to address the issue of the entire troop tree using polearms until the very last tier, making the troop consistent.
[Gameplay Changes] Factions, Sand Walkers, Snow Walkers, and Saccar Raiders are no longer 'Outlaws.' They will belong to their own hostile faction now
[Gameplay Changes] Factions, Tolrania and Bakhal, previously had inflated noble recruitment numbers. Reduced the amount of nobles that can be recruited per fief due to the introduction of Tolranian Paladins and Bakhal Warmongers and Slavemasters.
[Gameplay Changes] Factions, as a Monarch, when sending an emissary to gift fiefs to another kingdom you can no longer select villages
[Gameplay Changes] Factions, as a Monarch, when sending an emissary to persuade a lord to join your kingdom, you can now see the amount of relations you have with the lord when selecting them
[Gameplay Changes] Factions, as a Monarch, when sending an emissary you should no longer be able to send quest companions
[Gameplay Changes] Factions, as a Monarch, when sending an emissary you will now see the persuasion skill of each companion you can send to help determine who will be the best candidate to send
[Gameplay Changes] Factions, during feasts, if the player does not meet the renown requirement, the player can still enter if the player has 15 or more relations with the lord hosting the feast
[Gameplay Changes] Factions, every 10 relations raised with a specific major factions will also give you 1 relations with their corresponding minor factions. Losing relations resets the counter. Every week from the last relations gained will also reduce the counter by 1. Cretas with Illica, Valahir with Volheere, Aroulo Ojibwakan with Aroulo Tribes, Elintor with Ankars, and Hakkon Empire with Hakkon Inquisitors.
[Gameplay Changes] Factions, when a player requests for a fief to be theirs after a siege, can now queue up multiple fiefs at once instead of only taking into account the latest request
[Gameplay Changes] Factions, when changing the color of Outlaws, now affects Volheere including the new outlaw factions designated to Sand, Snow, and Saccar Raiders.
[Gameplay Changes] Factions, when factions are choosing a candidate to give a fief to, fixed a bug where lords assume the player captured the fief when the player did not
[Gameplay Changes] Factions, when feasts are calculated, no longer takes into account all lords and weigh them against each other. Instead, it will randomly select lords to be weighed against each other, resulting in different types of lords throwing feasts instead of always the lord with the highest renown
[Gameplay Changes] Factions, when joining Bakhal, become friendly with Blood Shamans if you are also a Giant
[Gameplay Changes] Factions, when nominating a lord for a fief or marshalship, you can now select any lord within the faction instead of just the lord you're talking to or their candidate.
[Gameplay Changes] Factions, when successfully convincing someone to support your candidate, you have a chance to gain relations with the candidate. The candidate will also gain relations with the person you convinced.
[Gameplay Changes] Factions, when swearing vassalage to any faction, you will incur severe penalties to your own right to rule
[Gameplay Changes] Factions, while monarch, when granting fiefs to a lord, also displays the amount of friends the lord has and the amount of lords you can possibly upset
[Gameplay Changes] Factions, while the Player is the Monarch, if the player gives up a fief in order to secure peace with a hostile faction the player will lose a small amount of right to rule
[Gameplay Changes] Factions, while the player is factionless, if the player agrees to become a mercenary for a kingdom the player will lose a small amount of right to rule
[Gameplay Changes] Fief Improvements, University, if your spouse owns a town that has a University it will also boost your renown, but is half as effective. Relations gains with the town remains the same.
[Gameplay Changes] Fief Improvements, you can now upgrade your spouse's towns, castles, and villages
[Gameplay Changes] Fief Upgrades, the Mercenary Guild built in Towns now reduces the chances of Prisoners escaping by half
[Gameplay Changes] Foraging, added a small +/- deviation when calculated, resulting in more or less food foraged
[Gameplay Changes] Freelancer, when enlisted, previous you were not able to visit the landowning and moneylending screen. This restrction has been removed
[Gameplay Changes] Freelancing, while enlisted, if you become captured and your lord is still a prisoner, the amount of days you have left to return to your lord freezes until they are no longer a prisoner
[Gameplay Changes] Freelancing, while enlisted, you can now choose to sit out of combat if the lord you are enlisted with completely overpowers the enemy party.
[Gameplay Changes] Freelancing, you can now generate income from enterprises while enlisted in an army
[Gameplay Changes] Game Options, Reassign Soldiers to Appropriate Categories is now enabled by default
[Gameplay Changes] Game Options, Sprint Toggle is now automatically toggled ON at the beginning of the game. You will hold Right Alt while not on the world map to disable/enable it as usual
[Gameplay Changes] Game Options, when auto-looting your companions will no longer equip weapons that cannot be used on horseback if they are mounted. This affects all weapons.
[Gameplay Changes] Game Options, when inside of your garrison, "Manage your kingdom" now says "Manage your court"
[Gameplay Changes] Game Options, when selecting the option where your Father was a Noble as a Naphali, you are now guaranteed a Noble Enchantment at the Fountain Temple
[Gameplay Changes] Goat Herds, you can kill the herder now at the cost of renown, honor, and morale
[Gameplay Changes] Household Guards, all tiers will no longer desert the player's party
[Gameplay Changes] Household Guards, you can now recruit 2x the amount of household guards in a single rotation by paying double
[Gameplay Changes] Household Guards, you can now train (not recruit) all 3 household guards at the same time
[Gameplay Changes] Item Effects, removed Inventory Management buffs because it does nothing anyway
[Gameplay Changes] Items, Maps of Regions, now has a description to explain what they are for, which is to be read to reveal the region of that faction if Fog of War is active
[Gameplay Changes] Items, axes, removed the hidden 10% damage bonus given to all axes and directly added it to the weapon. Weapon stats should now reflect on their real damage value.
[Gameplay Changes] Items, when looting, will now always display food and trade goods for the first 9 slots, if applicable
[Gameplay Changes] Kingdom Caravans, by default you can only escort them if you are apart of their kingdom. Now you can escort any caravan as long as you have +1 relations with the kingdom. The reward has also been slightly raised.
[Gameplay Changes] Kingdom Caravans, prisoners will be deposited whenever a caravan visits a town matching the same kingdom
[Gameplay Changes] Kingdom Management, you can now recruit chamberlain, constable, chancellor, and priest via the Castle/Town > Manage My Kingdom menu
[Gameplay Changes] Landowning, if you own land in a town that belongs to a hostile faction, you will no longer gain income from landowning. The funds you gained before sequestration will remain. Once you are not hostile with the faction, your income will continue as normal.
[Gameplay Changes] Landowning, you now require relations with the town or the town's owner in order to purchase land. Every 1 relation equals 2 acres. If you are a vassal or monarch (not mercenary or enlisted soldier) you can purchase acres without restriction
[Gameplay Changes] Legendary Weapons, Axe of the Forbidden Sea, changed from being Thrown/Twohanded to Thrown/Bastard
[Gameplay Changes] Legendary Weapons, Dreaded Sword, no longer instantly heals on hit. Instead, it will utilize the v1.5 first aid mechanic where it heals over time. Healing values remain the same.
[Gameplay Changes] Legendary Weapons, Duskfall has been buffed to 99 speed and 37p but remains at PD8. You will still not be able to refine Duskfall as it is a legendary weapon.
[Gameplay Changes] Legendary Weapons, Flamebringer now sets enemies on fire, dealing damage over time
[Gameplay Changes] Legendary Weapons, Weeping Moon, changed relations requirement from 50 to 15 due to the introduction of Sandwalker faction
[Gameplay Changes] Lords, after convincing them to not attack you via the Perisno Persuasion Minigame, if you attack them you will suffer severe relations loss with them.
[Gameplay Changes] Lords, as a prisoner of yours, whenever you reject a ransom request, the lord in question now receives a 14 day cooldown before they get another ransom request.
[Gameplay Changes] Lords, executions, no longer reduces relations by 10-40 with everyone and everything and every faction and every npc in the mod. Now results in 10-20 relations loss with all lords and monarchs with significant penalty to your RTR. Executions will also result in long-term penalties, reducing the amount of max relations you can gain with lords and monarchs depending on their personality. This penalty is reduced by one after each in-game cycle from the last execution. Companions will be indifferent to your decisions.
[Gameplay Changes] Lords, relations lost over time for not owning a fief has been reduced by half
[Gameplay Changes] Lords, when attacked by a Lord and attempting to convince them to leave you alone, they will no longer accept your request if you have already succeeded in convincing another lord in the past 24 hours
[Gameplay Changes] Lords, when giving land to a Companion, Eriallen Krysanna and Liana no longer express their discomfort of giving land to commoners because they are not nobles
[Gameplay Changes] Lords, when marrying Liana or Krysanna, you will no longer gain RTR as they are not considered nobles
[Gameplay Changes] Lords, when their kingdom no longer owns any garrisons they will automatically disappear after 3 days, forcing the kingdom to be defeated and preventing the player from having to play cat and mouse
[Gameplay Changes] Maccan Priests, when purchasing honor/renown the amount you gain slowly decrease depending on how much you already have, down to half of the original amount
[Gameplay Changes] Mercenaries, Mercenary Captains in Taverns, now refresh every night adding 1-3 to their roster but will continue to vary between 10-20 if they're at their limit.
[Gameplay Changes] Mercenaries, Nodah, after completion you were originally able to recruit an infinite amount of Illica troops from. It is now capped at 10 per player level, and will replenish 1/3rd of that per night
[Gameplay Changes] Mercenaries, mercenary captains will now have mercenaries in stock on day 1
[Gameplay Changes] Mercenaries, mercenary parties that are purchased from the High Perisno marshal including the Perisno Army now have a safety check to prevent them from instantly disbanding
[Gameplay Changes] Mercenaries, troop replenishment has been recalculated for Nodah. Now uses a universal calculation that is shared with Venetor Marshal and The Third Legion Marshals and future mercenary captains, if applicable. Also removed the ability to recruit Sabovalars from Venetor Marshal and The Third Legion Marshals. From the Third Legion Marshal you can now only recruit Third Companion Infantry, Archer, and Cavalry. From Venetor Marshal you can only recruit Venetoran Levy, Infantry, and Kaleros.
[Gameplay Changes] Mercenary Companies, the player's mercenary companies no longer ignore relations and level requirements which lead to the mass recruitment troops after battles. They will now only recruit the troops matching what is currently in their party or are troops that belong to the player's kingdom or culture, reducing the likelihood of mercenary companies from growing excessively large
[Gameplay Changes] Mercenary Guild, when entering the guild, you now spawn with your horse
[Gameplay Changes] Minor Factions, Hakkon Inquisition, no pursues the player unless the player is hostile to Hakkon or in the immediate proximity of the Inquisitors
[Gameplay Changes] Minor Factions, Maccavia, if the player is a Lord or Mercenary of Maccavia then Divine Aethlings and Holy Crusaders will no longer pursue the player regardless of relations
[Gameplay Changes] Minor Factions, Nibor Hood, now has a dynamic spawning message depending on the state of Tolrania
fire  [developer] Jun 2 @ 3:52pm 
[Gameplay Changes] Night Ambushes, reward now scales with your renown
[Gameplay Changes] Noble Ladies, their infopage no longer states that they are a vassal of the kingdom. Instead, their title will now say noblewoman or noble daughter.
[Gameplay Changes] Noble Ladies, their stats at the beginning of the game will now be completely randomized. You may end up with a wife with many stats and skills, or none at all!
[Gameplay Changes] Noble Ladies, you now require 10 relations with the wife of a lord in order to use the "improve my relations with a lord" option.
[Gameplay Changes] Outlaw Dens, now only fails after the player and their troops are dead, or if the player leaves early after death
[Gameplay Changes] Overworld, fixed a bug that caused lords to move at mach 7 speeds when too far from who they are accompanying
[Gameplay Changes] Overworld, when lords accompanied another lord they gained a 50% speed bonus (Perisno feature.) This now applies to the player as well. For as long as you remain within the proximity of who you are following you will gain a 50% speed bonus
[Gameplay Changes] Overworld, while accompanying someone you will automatically engage in combat with whoever they engage in combat with
[Gameplay Changes] Overworld, while resting inside of a garrison your spotting is temporarily maxed out
[Gameplay Changes] Overworld, while resting inside of a garrison your tracking will completely disappear until you leave the garrison (improves performance)
[Gameplay Changes] Player Abilities, Battle Cry, whenever the AI Captain activates it, it no longer full heals. Instead, it will now use the same calculations as the player (Leadership x 3 + Charisma). If the player is friendly to the Captain the player will also be healed. AI Captains will activate Battle Cry more often now, depending on their health percentage.
[Gameplay Changes] Player Abilities, Call for Reinforcements now only calls reinforcements for your side. Cooldown changed from 1.5 minutes to 3 minutes. Key also swapped from V to K, while Race Ability (new in 1.5.) is now V
[Gameplay Changes] Player Abilities, First Aid and Battle Cry cooldowns no longer reset when entering a battle. Cooldowns persist from battle to battle, but will also reset if some time passes in the overworld.
[Gameplay Changes] Player Abilities, if an AI Captain uses Battle Cry, only half of the troops will shout now. AI Captains will also no longer battle cry at the same time as another, if they are on the same team.
[Gameplay Changes] Player Abilities, reworked Borrow Ammo ability. Siphons ammo from closest ally, and no longer removes the quiver which should allow them to replenish ammo during sieges
[Gameplay Changes] Player Abilities, the Dreaded One will now use Battle Cry.
[Gameplay Changes] Player Camp, Leadership no longer provides an extra 7 day grace period before the troops begin to disband. It is now 3 days per leadership, on top of the base number of 7 days
[Gameplay Changes] Player Camp, desertion calculation has been readjusted. Instead of calculating throughout the entire day, only calculates once at night now. Every 10 troops makes them disband 1 in-game hour sooner. 100 troops = 10 in-game hours.
[Gameplay Changes] Player Camp, now displays how many days you have left in the menu before your men grow tired of waiting for your return
[Gameplay Changes] Player Caravan, upgrades no longer disappear if you have no caravan and have been captured
[Gameplay Changes] Player Caravans, added Profit/Loss to the tavernkeep dialogue to know how much money you're making or losing.
[Gameplay Changes] Player Caravans, in addition to the pre-determined locations for caravan trading, selling to the correct town will negate penalties from the political state of the factions and give a 50% bonus to renown and experience gains
[Gameplay Changes] Player Caravans, more information has been provided to the player when selling caravans, such as tax rates determined by the reputation of the town lord, any losses due to kingdom wars, and total profit or loss
[Gameplay Changes] Player Caravans, the higher your rank the more profit you will get when selling a caravan
[Gameplay Changes] Player Caravans, the more expensive the initial cost of your caravan the more you attract bandits
[Gameplay Changes] Player Caravans, the player is now required to purchase a caravan license for 50,000 aurums (reduces with relations down to 20,000) before being allowed to deliver caravans
[Gameplay Changes] Player Caravans, the player will now be able to return the caravan they purchased to the town they purchased it from at 80% the price they bought it for
[Gameplay Changes] Player Caravans, towns will list 3 caravans now with set destinations and prices. Destinations reset at night. Selling to the wrong location will result in lower rewards.
[Gameplay Changes] Player Caravans, when asking for upgrades the tavernkeep will now point you towards the factions that have the associated upgrades as long as the faction with the upgrade is still active
[Gameplay Changes] Player Caravans, you can now dump your caravan in case of emergencies (Camp > Take an Action > Dump Caravan)
[Gameplay Changes] Player Spouse, when your spouse owns a garrison you were previously able to withdraw troops freely. Now, you cannot. In order to obtain troops from your spouse's garrison you must speak to them WHILE they are inside of the garrison you want troops from, and then pay for the troop.
[Gameplay Changes] Quests, Aegis, Red Immortals party no longer runs away from you or anyone. They will now patrol around, where the player can freely engage them. However, failure to defeat the Red Immortals, or Mactabilus's party, will result in failing the quest.
[Gameplay Changes] Quests, Deliver Love Letter, now records the current location of the quest target in the description.
[Gameplay Changes] Quests, Village Celebration, when leaving troops, you now suffer a relations loss every week after the quest has completed
[Gameplay Changes] Quests, meet with a spy in enemy town, this quest has been adjusted to show the secret call sign in the notes, in case it is forgotten
[Gameplay Changes] Quests, removed "Lend your Surgeon" quest
[Gameplay Changes] Quests, when Collecting Taxes you can now pay the difference to keep the village and the lord happy
[Gameplay Changes] Quests, when asked to capture soldiers as prisoners for a lord, you can now turn in prisoners from the same faction as the requested soldier if they are the same or higher level.
[Gameplay Changes] Quests, when the player is a mercenary and the contract ends, the player can no longer renew the contract if the faction is no longer at war with anyone
[Gameplay Changes] Quests, you no longer need to speak to a traveller in order to speak to Shi Jin about ending the Hordes
[Gameplay Changes] Random Events, the Young Noble can now accept your challenge!
[Gameplay Changes] Religion, can only recruit Divine Aethling parties if you have Old Gods religion
[Gameplay Changes] Religion, can only recruit Grazir Worshippers if you are also a Grazir Worshipper
[Gameplay Changes] Religion, can only recruit Holy Crusaders parties if you have New Gods religion
[Gameplay Changes] Religion, when speaking to your Priest, all religions will now be displayed even if you don't meet the requirements. However if you select it without meeting the requirement, it will fail to swap.
[Gameplay Changes] Reports, the next Payment Date will now be displayed
[Gameplay Changes] Sieges, Dwallnor, scene has been replaced with a new layout
[Gameplay Changes] Sieges, when attacking the home center of a lord, you lose relations with the lord
[Gameplay Changes] Sprinting, you can no longer sprint sideways or backwards. Moving in any direction other than forward or diagonally forward will cause you to lose your sprinting speed.
[Gameplay Changes] Tournaments, banners are now visible which should help the player determine who their allies are
[Gameplay Changes] Tournaments, upon winning you will also obtain an item relative to the culture you won the tournament in. It can be a one-handed, two-handed, polearm, bow (if applicable), crossbow (if applicable), or a piece of armor.
[Gameplay Changes] Towns, Urist Goldmuncher, decreased the chances of him appearing from 95% to 75%. All gear he sells now has improved refinement. Increased overall costs of his inventory. Improved some randomization algorithms.
[Gameplay Changes] Towns, when changing the name of your town, it would revert if you are no longer the owner. This has changed. The town must be owned by you, or your spouse. If for any reason the town is no longer owned by you, or your spouse, or does not belong to your kingdom where you the monarch, or your spouse, the name will be reverted back to the default town names.
[Gameplay Changes] Training Grounds, upon completion of a sparring match, previously it would only increase a tiny amount, such as 1 or 2, proficiencies with the weapon the companion was using. Now, all proficiencies will increase by a small amount regardless of chosen weapon, of all participating companions.
[Gameplay Changes] Travellers, removed a condition when attempting to locate book sellers, making it more likely for travellers to find book sellers
[Gameplay Changes] Travellers, removed the ransom broker location option because in Perisno, we have brokers literally everywhere
[Gameplay Changes] Urist Goldmuncher, inventory will now reset every night
[Gameplay Changes] Vassal Gifts, Cretasan Reward changed from Dark Warrior Coat of Plates to Cretasan Leaden Coat of Scales
[Gameplay Changes] Venetor, when taking the Abandoned Stronghold from Ral'Daiun Assassins, you now spawn with significantly more troops than simply 4.
[Gameplay Changes] Villages, depending on its prosperity, adds a small bonus to the amount of available recruits
[Gameplay Changes] Villages, when defending a village against another lord, you now gain a small amount of relations with the village. You also gain a small amount of relations with the lord, if applicable.
[Gameplay Changes] Villages, while being raided, if the raiding party is in battle it will progress significantly slower
[Gameplay Changes] Volunteers, villages and towns now refresh their volunteers dynamically. Villages will always replenish on the 4th night since the last time they were recruited. Towns will always replenish on the 7th night since the last time they were recruited. The Mercenary Guild will also replenish on the 4th night since the last time they were recruited, instead of the 7th like nobles.
[Gameplay Changes] Zann, when their faction has been defeated all of their minor spawns should also disappear (scouts, vanguards, advanced scouting parties, etc.)

[Bug Fixes] AI, fixed a bug that caused mounted crossbowmen to fire prematurely
[Bug Fixes] Adventurer's Guild, during Joan Zwiebel's quest, no longer lose relations with Kingdom of Tolrania Spy when attacking their kingdom. Can no longer get attacked by Kingdom of Tolrania Spy if you defeat Joan Zwiebel. Can now continue to command Joan Zwiebel until she is defeated on the map after you turn in the quest.
[Bug Fixes] Adventurer's Guild, during a request, when assisting a party that is attacking the requester's quest party it will count towards your quest instead of failing
[Bug Fixes] Adventurer's Guild, during the Vinica Rebellion, improved some scripts to not soft-lock the player out of the quest
[Bug Fixes] Adventurer's Guild, during the Zann Engineer quest, when the Ronin is meant to join your party it will now ignore party size limitations, forcibly adding a ronin into your party so that you can proceed with the quest without having to recruit a new ronin
[Bug Fixes] Adventurer's Guild, general fixes to Zann Engineer questline
[Bug Fixes] Adventurer's Guild, improved some dialogues overall
[Bug Fixes] Animations, implemented fixes from Dadon's submod, improving two-handed overhead swings and crossbow reloading animations
[Bug Fixes] Books, removed Anthology on the Dueler from the pool of books, so that it does not appear anymore in stores (inevitably causing a glitch)
[Bug Fixes] Character Creation, fixed the typo "messanger"
[Bug Fixes] Companions, High Dragon Priestess Khivachis will no longer hide her lance from her equipment. This will also apply to the player's noble lady spouse.
[Bug Fixes] Companions, High Priestess Khivachis, fixed an exploit that allowed the player to spam a dialogue to receive a wyvern and 15,000 aurums. Also fixed her so that she can leave your party appropriately, and return to Khivachis
[Bug Fixes] Companions, Hyk will now appear in taverns if you ever lose him.
[Bug Fixes] Constable, when sending out recruiters on repeat they will no longer randomly vanish
[Bug Fixes] Factions, "Mountain Bandits" have been renamed to "The Blood Shamans"
[Bug Fixes] Factions, Camp of Zann Colonists should no longer be raided while it is inactive
[Bug Fixes] Factions, banner should now appropriately appear when they are defeated
[Bug Fixes] Factions, fixed a bunch where the player can host a feast without being apart of a faction, leading to error messages
[Bug Fixes] Factions, the player's kingdom, fixed a miscalculation causing the player's fief's prosperity to rapidly change
[Bug Fixes] Factions, the player's kingdom, fixed a miscalculation causing the player's fiefs to generate more income than expected
[Bug Fixes] Factions, when attempting to accompany another party, fixed an issue that did not allow you to follow your own faction if you had 0 relations.
[Bug Fixes] Factions, when completing a rebellion, no longer resets your relations to 0 with the faction you just helped. Now sets your relation to 100.
[Bug Fixes] Factions, when defending during a siege, fixed a major bug that causes you to lose 4000 relations with your allies but gain 4000 relations with your enemies, bricking your save if you become hostile to your own player faction
[Bug Fixes] Factions, when the player is betrothed to a lord, automatically cancel the marriage if the player becomes apart of a separate faction different from the lord's faction
[Bug Fixes] Factions, when you are meant to have a banner but currently do not have one, no longer throws a red text error
[Bug Fixes] Freelancer, fixed a bug that did not properly calculate your experience to the next promotion.
[Bug Fixes] Freelancer, when enlisted, previously you were able to be promoted and equip gear without the skill requirement. Now, you can still promote, but you will no longer automatically equip items you are not skilled enough to.
[Bug Fixes] Freelancing, fixed a bug where once your lord's party has been defeated you would re-engage the enemy party by yourself. You will now automatically progress to becoming a prisoner.
[Bug Fixes] Game Options, fixed a bug that allowed the player to select a banner before they qualified for it
[Bug Fixes] Game Options, when auto-looting to equip your companions, bastard weapons are now classified as two-handed weapons.
[Bug Fixes] Household Guards, fixed a workaround that allowed HHG to equip legendary weapons
[Bug Fixes] Items, removed "Deer Meat" since "Venison" already exists.
[Bug Fixes] Items, the difficulty of the item is finally visible while viewing them in the Perisno custom trade menu, allowing you to tell if you can ride a mount or not before buying it
[Bug Fixes] Lighting, implemented fixes from Dadon's submod, improving night lighting while also fixing shiny snow
fire  [developer] Jun 2 @ 3:53pm 
[Bug Fixes] Lords, their relatives should no longer give a quest to rescue them if they are not a prisoner
[Bug Fixes] Lords, when their faction is not active they will no longer lose relations over time with their monarch
[Bug Fixes] Map, implemented fixes from Dadon's submod
[Bug Fixes] Mercenaries, patched an exploit that allowed you to recruit an indefinite amount of troops from mercenaries
[Bug Fixes] Mercenaries, removed Kalero Tiburen from Venetor Tavern
[Bug Fixes] Mercenary Companies, when changing factions the mercenary company will also match the player's faction
[Bug Fixes] Minor Factions, Grand Paladin Siegfried, no longer spawns if the Shrine of Grazir has been completed
[Bug Fixes] Minor Factions, Volheere, the large Clan of Normanni, Varangian, and Vikings no longer spawn more than one of the same party on the map
[Bug Fixes] Minor Factions, removed Matriarch Aegea's looter voice
[Bug Fixes] Night Ambushes, fixed an oversight where Mercenary Guild actively removes Night Ambushes, preventing the player from completing the Deal with Night Bandits quest
[Bug Fixes] Noble Ladies, rewrote age-determining script to prevent daughters from being only 1 or 2 years younger than their mother
[Bug Fixes] Outlaw Dens, fixed a bug that caused you to get loot from previous battles in den loot
[Bug Fixes] Player Abilities, fixed Hero troops not using First Aid in battles. This should now allow all troops with percentage health to use First Aid, which includes, but not exclusive to, Zeladeck, Zolona, Sekr, Dreaded One, King Rafklazan, Nibor Hood, Onishi, Forodan, Torlan, Culgrah, High Priestess of the Dragon Amara, Uniter Zengi, Ulfhednar, General Yachamochi, Atanos Octiem, and Bandit Camp Leaders.
[Bug Fixes] Player Abilities, fixed Heroes leading parties not using Battle Cry. This should now allow all troops with percentage health that are leading parties, such as minor faction leaders, to use Battle Cry.
[Bug Fixes] Player Abilities, player is no longer informed if first aid and battle cry is ready if the player is already dead
[Bug Fixes] Player Camp, the player's camp should now be able to be attacked, an intended feature that was not working properly. In turn, they should also scare off enemies that are weaker than them.
[Bug Fixes] Player Caravan, can no longer run a caravan if you are enlisted in an army
[Bug Fixes] Player Spouse, after turning your wife into a lord, fixed a bug where she appears twice inside of your court.
[Bug Fixes] Player Spouse, when turning your wife into a lord, patched an exploit that allowed you to have your wife as a minister at home while also an active lord on the field
[Bug Fixes] Prison Breaks, added an extra check to prevent lords from becoming hostile towards the player
[Bug Fixes] Prison Breaks, can no longer "escape successfully or unsuccessfully without being seen" from a prison break after already becoming imprisoned
[Bug Fixes] Prison Breaks, can no longer enter the castle
[Bug Fixes] Prison Breaks, guards now actively pursue you instead of standing around waiting for you to approach them
[Bug Fixes] Prison Breaks, no longer spawns a duplicate player
[Bug Fixes] Quests, Dreaded One, no longer spawns more than one messenger
[Bug Fixes] Quests, Duel a Lord, fixed a bug that caused you to spawn with no weapon if you did not have 14 strength.
[Bug Fixes] Quests, Halduril's Spear, quest should now complete properly and be removed from the quest logs
[Bug Fixes] Quests, Kidnapped Girl can now join your party even if your party is full.
[Bug Fixes] Quests, Rampaging Nobles, fixed a bug that caused the quest to give loot from previous battles
[Bug Fixes] Quests, Rampaging Nobles, the mission will now use the village raid template and remove all mounts
[Bug Fixes] Quests, Track down Bandits, rewrote the algorithms for selecting a target party. Should no longer result in running across the continent just to fail the quest.
[Bug Fixes] Quests, Weeping Moon, properly removes itself from quest log when completed
[Bug Fixes] Quests, Zann Engineer, quests automatically end once Zann Lands
[Bug Fixes] Quests, delivering a Love Letter, lords can no longer send love letters to married women. You will also be able to click on their name in the Quest log instead of having to search for them through the list of characters.
[Bug Fixes] Quests, during the Kingslayer Questline, Priest Calain actually dies and is removed from the game if you choose to kill him
[Bug Fixes] Quests, during the Kingslayer Questline, you can no longer get locked out of progression
[Bug Fixes] Quests, village celebration quest now gives the appropriate food items after completion
[Bug Fixes] Quests, when asking about the job offered, if it is Track down Bandits, if the bandits have already been defeated, the quest will now properly end instead of attaching to a new random party or entity
[Bug Fixes] Quests, when completing the Village Celebration quest, no longer receive the village's mercenaries if applicable.
[Bug Fixes] Religion, fixed an exploit that allowed you to ignore the timer when recruiting
[Bug Fixes] Reports, when checking the party size modifiers, calculates and displays the party limit correctly
[Bug Fixes] Towns, Urist Goldmuncher, stopped him from murdering guards and townsmen if the player begins a prison break
[Bug Fixes] Towns, when sneaking into town, or castle, fixed a bug that caused you to sneak in with full gear. When rescuing lords from imprisonment, you will also no longer spawn with full gear.
[Bug Fixes] Trade Screen Replacer, fixed a strange bug that caused a lot error code 972
[Bug Fixes] Villages, Caltrops, fixed a bug that continued to spawn mounted troops.
[Bug Fixes] Villages, being defeated by occupying outlaws no longer results in victory
[Bug Fixes] Villages, when raided only one cow party should spawn instead of two
[Bug Fixes] Zann Invasion, fixed a red text error that occurs if Onishi's party is inactive when Zann invades
[Bug Fixes] Zann Invasion, fixed a red text error that occurs if Yachamochi's party is inactive when Zann invades
[Bug Fixes] Zann Invasion, when changing the invasion date less than 35 days before the current day, it will auto correct itself to 35 days after the current day

[Cheats] Cheats, added "Heroes in Party copy Player's Equipment" to the front page in Camp > Cheatmenu to make it easier to redress all of your Companions with your gear (bypasses race codes)
[Cheats] Cheats, added "Redress HHG's with Empress Tofu's Setup" to the front page in Camp > Cheatmenu to make it easier to equip all of your HHG with Empress's setup
[Cheats] Cheats, added "Superpower Heroes in Party" to the Camp > Cheatmenu first page to make it easier to power up your companions (affects all heroes in your party, but not prisoners)
[Cheats] Cheats, moved "Redress Ingvar's with Empress Tofu's Setup" to the front page in Camp > Cheatmenu to make it easier to redress all of your Ingvar Mercenaries into basic gear
[Cheats] Cheats, while cheats are enabled (CANNOT WORK WITHOUT CHEATS, NOT POSSIBLE) in a battle, holding down Numpad 1-2-3-4-5 and then pressing H will increase the speed of the battle.
fire  [developer] Jun 2 @ 3:56pm 
v1.5.0 BETA 1
Features, Added Race Ability to reference materials
Features, Added more info to army composition page
Features, Added original/previous owner to fief giving page
Features, Added "Mining" and "Farming" enterprises to fortified encampments, allowing the player to force their prisoners to work for income.
Features, If the player owns a fortified encampment, the store will now be cheaper. Similarly, if they do not own the encampment, the store will be more expensive.
Changes, Removed Gems, Gold Ingot, and Gold Ores from Village Delivery Quest
Changes, Prisoners at Fortified Encampments can now rebel against their enslavers
Bugs, Fixed a bug where changing your kingdom's culture did not change the list of items when requesting gear from weapon and armorsmiths etc.
Bugs, Potentially fixed a stupid freelancer bug number 2832749 where players get stuck in a perpetual state of "Enemies are retreating"
Bugs, Potentially fixed a stupid freelancer bug number 2832748 where players get attacked by enemies while imprisoned
Bugs, Fixed Hired Assassins error code when the party they're attacking is defeated.
Bugs, Changed Liana's bow carry position from back to side
Bugs, Fixed mercenary rank not increasing payment
Bugs, Fixed a bug that occurs when auto selling items from your companions' inventories into the market, where it leaves behind some items at the bottom of the list if the companion has max inventory management.
Bugs, Fixed a bug that prevented Hunting Spear from being able to be used on horseback
Bugs, Fixed a bug where Risa did not join your party if it was full
Bugs, Fixed a string error when a lord tries to address the player while married to them.

v1.5.0 BETA 2
Bugs, Fixed freelancer not correctly "sitting out"
Bugs, Fixed parties being incapable of spotting the player

v1.5.0 BETA 3
Changes, Added an extra check to prevent the player from setting fires at villages despite being negative relations
Changes, Can no longer use Tolranian Tower Shield on horseback
Bugs, Updated Yabusame to Purple Kabuto and Suneate
Bugs, Gordga Hammerhead refinement is now fixed
Bugs, Fixed white textures for black churburg plate
Bugs, Fixed Zann purple kabuto and suneate

v1.5.0 BETA 2
Bugs, Fixed freelancer not correctly "sitting out"
Bugs, Fixed parties being incapable of spotting the player

v1.5.0 BETA 3
Changes, Added an extra check to prevent the player from setting fires at villages despite being negative relations
Changes, Can no longer use Tolranian Tower Shield on horseback
Bugs, Updated Yabusame to Purple Kabuto and Suneate
Bugs, Gordga Hammerhead refinement is now fixed
Bugs, Fixed white textures for black churburg plate
Bugs, Fixed Zann purple kabuto and suneate

v1.5.0 BETA 4
Fixed not being able to recruit lords into your faction because of "indictment" timer
Reworked CTRL + SPACE hostile party detection script, maybe fix speed up crash

v1.5.0 BETA 5
Changes, Revised Draharan troops. Royal Riders Powerstrike 8 to 9. Dune Guardian Ironflesh 8 to 9. Revised gear for Light Rider, Wind Archer, War Rider, Storm Watcher
Changes, If lords are not a part of your faction, removed the ability to declare lords an honorable title, because it was too confusing for players.
Changes, When using over shoulder camera, it will remember what mode you were in each battle so you don't have to keep turning it on anymore
Features, Added the ability for the dwarven hooded outfit to open/close the hood similar to bascinets and soforth
Features, Made it possible to obtain Kaikoth Elder Seekers after speaking with Drimgst Sargoll with 90 relations
Features, Removed END key from being shoulder camera, now cycles with the regular third person camera key
Bugs, Fixed abandoned fortresses not being conquerable due to survivors
Bugs, Fixed abandoned fortresses selling prisoners to offset the cost of the garrison
Bugs, Fixed Svend being naked in castles
Bugs, Fixed Zann lords being naked in castles
fire  [developer] Jun 2 @ 3:56pm 
v1.5.0 BETA 6-10
Features, Added a toggle for custom camera mode in camp game options to resolve an issue with WSE2 users
Features, When sending an emissary, you can now send an emissary to a fallen kingdom to swear vassalage to it, restoring it back to the world.
Features, Custom camera key is toggled on by default in new games. Disable it to use only warband's camera key
Features, Made it so that income from your outlaw fortress is automatically collected on payment date
Changes, Removed Zann Dao from Drahara and Kuulan stores, moved to Zann stores
Changes, Your relations with a village is now prioritized before the relations with their faction, when trying to set a fire in a village
Bugs, Fixed an error in calculation that did not increase the amount of household guards you received when you pay double the amount
Bugs, Fixed The Elongruate from freezing dialogue if you speak to Zander again after starting the quest without finishing it
Bugs, Fixed lord viscount/high lord bonus income, previously multiplied current wealth instead of income.
Bugs, Fixed an error that reinforced incorrect parties with outlaws
Bugs, Fixed Duel the Young Noble quest from triggering in Venetor
Bugs, Potentially fixed a red text error involving processpatrolai
Bugs, Fixed two tracks trying to play at once during bandit lairs
Bugs, Fixed the wrong number being reported from landowning, falsely informing the player they lost all their money when they didn't

v1.5.0 BETA 11
Feature, added an NPC into your Spouse's keep that allows you to access the household storage, secondary storage, and for purchasing troops from the garrison.
Feature, added base requirement for items to the Shift for Details menu
Feature, mystic merchant now displays the skill requirement for the item
Feature, when a lord is promoted to Viscount or High Lord, they will no longer lose relations over time for being fiefless if you have sufficient relations with them.
Bug, fixed a strange error relating to dplmcremovegoldfromlordandholdings
Bug, fixed Reich Longbow not being sold by Reich
Bug, you should no longer be able to ask your own spouse to train your own household guards if they are using your household guards.
Bug, you should no longer be able to ask your spouse to tell you about your household guards.
Bug, fixed pathing for escaped prisoners camp
Bug, fixed spawns for western fortified encampment

v1.5.0 BETA 12
Changes, if player is a naphali, their race ability recharges faster if they parry incoming projectiles, but only while the race ability is on cooldown, based on their race ability skill level
Changes, if player is a dwarf, their race ability recharges faster if they take damage but only while the race ability is on cooldown, based on their race ability skill level
Changes, if player is a dwarf, their race ability should no longer consume any charges if they take 4 or less damage
Changes, if player is a giant, their race ability recharges faster if they deal damage, but only while the race ability is on cooldown, and with a melee weapon, based on their race ability skill level
Feature, when having a party skill of 8 or higher in Trade, trade goods will now display the best location to sell the product
Changes, if the player is the vassal of a kingdom, aside from Gordga Hammerhead who will always charge a premium, refinement prices are reduced by 20%. If the player is the monarch, reduce prices by 40%
Bugs, fixed Yachamochi party ID error
Bugs, fixed a miscalculation in loot for outlaw camps. Should now give consistent rewards regardless of what level you are, and based on the age of the camp.
Bugs, fixed a bug that caused sieges to end prematurely in consecutive attacks
Bugs, fixed a bug that prevented you from turning in the nobles quest to Ataman the mercenary captain
Bugs, fixed a grammar error when bestowing a title
Bugs, fixed a grammar error with invititation
Bugs, corrected leaf bomb point of explosion calculations

v1.5.0 BETA 14
Changes, outlaw camps, for allied troops, removed the randomness of spawns in outlaw camp, guaranteeing to spawn from top to bottom of your party list
Changes, reworked fire damage script, now gives experience on kill
Changes, removed some barriers from Galwe siege
Changes, fixed the general store entrance for Galwe
Bugs, corrected fire bomb point of explosion calculations
Bugs, fixed escaped prisoners camp again so that troops don't walk on mountains
Bugs, fixed sandwalker camp so troops don't walk on mountains
Bugs, household guards, fixed a bug that stripped them of their gear
Bugs, fixed first time grace not reapplying when stripping Ingvar's of their gear
fire  [developer] Jun 2 @ 3:57pm 
v1.5.0 BETA 15
Features, mercenaries, when recruiting mercenaries you can now ask to view their equipment before recruiting them
Features, constable, can now leave companions behind at a fief to train troops.
Features, traveller, added Queen Aegea and Teyva the Desert Scourge to the available dialogues
Features, Teyva, when attacking Teyva and defeating her you will now receive Tandem, but in the process of attacking her you will lose a significant amount of relations with Mosoru
Changes, streamlined Joan Zwiebel's quest and fixed some dialogues, making it less awkward. Quest can now be failed if Tolranian Spymaster defeats you, or if Joan defeats you. When Joan is accompanying you, she will no longer chase after hostile parties.
Changes, mercenary companies, can be asked to completely ignore hostile parties so that they do not chase or run away from them
Changes, when speaking with weapon and armorsmiths, when refining your gear, they will no longer put other customers ahead of you if you are the monarch. If you are the vassal, your wait time is reduced to 24 hours instead of 48.
Changes, categorized King Bergnar's armor and helmet as Unique
Changes, added a red text error warning when wearing crafted gloves or boots without crafted armor
Changes, diversified abandoned fortress loot
Changes, when entering The Third Legion Fort, skips to the bridge if you've already entered the location once
Changes, can no longer revive factions if you are not friends with the monarch
Changes, if the player has received King Bergnar's unique armor, Kaikoth will no longer be selectable as a faction to revive
Changes, if the player recruits prisoners from the dialogue screen, they can now recruit more than one at a time
Bugs, removed the unique tourney bascinets from ingvar's
Bugs, removed the upgrade dialogue from horses
Bugs, crafted armor, fixed Hakkon Imperial Armor, Geldarin Caped Armor, and Royal Draharan Lamellar Coat
Bugs, complimenting, can no longer compliment lords in prison
Bugs, Tournaments, fixed the player's kingdom giving Perisno culture items despite having a different culture
Bugs, multishot, fixed an error that caused error messages when the player attempts to use multishot under certain circumstances
Bugs, character notes, when viewing the player's spouse's wealth, fixed a conflict when the player's spouse is a noble daughter and it would display unknown instead of her actual wealth
Bugs, when asking for the location of a lord, when speaking to your character's spouse, if your character spouse is a noble daughter, now properly changes back to the lord dialogue if your spouse is a lord

v1.5.0 BETA 16
Features, minor spawns, you can now execute them so that they never respawn again
Features, minor spawns, Zeladeck, Rafklazan, and Teyva, you can now choose not to take their weapon
Features, you can now hire slaves from ransom broker as prisoenrs
Features, you can now send troops and slaves from a ransom broker to your outpost
Changes, emissary, when reviving a faction, lowered the relations requirement with the monarch from 25 to 10, ignores relation requirements if cheats are enabled
Changes, increased the income encampment slaves generated, but not the max income per day, making it easier to fill your fortress
Bugs, fixed an error in prisoner strength calculation for outlaw fortresses, giving the wrong strength numbers
Bugs, custom armor, fixed Hakkon Great Corinthian Helmet, Gold Suneate Boots, Klymorian Open, Mail, and Closed Sallets

v1.5.0 BETA 17
Features, prisoner management for companions now adds a small increase to max prisoner size
Features, when resting in town, no longer consume food
Changes, limited the amount of morale loss from attacking caravans from -100 to -25
Changes, Alchemist, Royal Alchemist, and Shadestalker outfits are no longer classified as Unique.
Bugs, fixed a script that causes red text errors if zann's unique spawns were not active
Bugs, fixed freelancer not giving loot if you have been captured once
Bugs, Khivachis, fixed the duel dialogue
Bugs, fixed foraging from completely negating the need to eat
Bugs, fixed constable training the incorrect troops

v1.5.0 BETA 18
Feature, if your spouse is hosting a feast, it now counts as you hosting one as well, but without the bonus at the end
Changes, when assigning fiefs by speaking to your minister, lists all the lords without land first
Changes, previously made a change that gave players a discount for refining gear in towns they own. It was accidentally set to 98% for Monarch and 95% for Vassals due to a miscalculation. This has been changed to 67% as Monarch and 50% as Vassal.
Changes, added extra ladders to Selansir, Bardaq, Samarra, Sasspegah, Steorac, and Huradan Castle, including the towns Krain, and Uliastai
Bugs, fixed priest changing devotee location
Bugs, fixed constable not training again
Bugs, fixed an error in cost calculation when upgrading all towns or castles at once
Bugs, when changing faction colors, fixed default colors for each faction
Bugs, crafted armor, fixed Klymorian Surcoat
Bugs, fixed Shrine of Grazir, Siegfried, and Dreaded One battle music
Bugs, fixed refining equipment not working properly when changing player culture

v1.5.0 BETA 19
Features, added difficulty value to reference materials
Features, added categories to reference materials
Changes, reorganized some Dwarven armor to their correct categories. Will require new saves to update
Changes, Grazir Blade, Bleeding Killer, and Long Darkblade can now be looted. Dwarven Sungod Axe can now appear in stores.
Changes, when selecting the making room option during the looting screen, no longer makes items vanish. Instead, adds the items into your inventory or your companion's inventory, whichever is first available
Changes, Weeping Moon, can now progress without a chamberlain
Changes, you can now recruit nobles from a town if you have 50 relations with the town or higher, even if you are not a part of the faction
Changes, updated Tylen's dialogues
Bugs, fixed landowning automatic money collection. Now actually pays the player

v1.5.0 BETA 20
Changes, when a lord is executed, they are removed from the notes page
Changes, if you have 50 relations with the town or higher, or 25 relations with the lord or higher, your enterprise will no longer be sequestrated. However if you have -15 relations with a lord, your enterprise will still be sequestrated, even if you have high relations with the town.
Bugs, from b19, fixed being able to recruit nobles from any faction
Bugs, from b19, fixed enterprises not paying properly
fire  [developer] Jun 2 @ 3:57pm 
v1.5.0 BETA 21
Features, when training troops, no longer trains just one troop at a time. Will try to train as many troops as possible per session
Features, added special abilities to the kick key for Crossbows and Throwing weapons. Unlike the Bow which gets Multishot, Crossbows and Throwing weapons receive Focus. Like Multishot, it locks you in place where you cannot move, but will rapidly increase your accuracy based on your proficiency skill.
Changes, sped up the auto equipping speed for weeping moon and aotfs
Changes, when a recruiter is set to auto recruit, but dies, it will create a new recruiter party
Bugs, potentially fixed a major crashing error on the world map

v1.5.0 BETA 22
Changes, when you are a mercenary of a faction, when it is time to renew your bond, if you choose not to renew you will still be rewarded for your war efforts and it will count towards your mercenary leader rank
Changes, while enlisted, no longer forcibly removes your mount if your rank does not allow it
Changes, when refining, previously removed cooldowns for only monarch players while giving vassal players a 24 hour reduction in refining time. Now, if you are a vassal, if you own the town, there will no longer be a cooldown.
Changes, increased the rate in which focus mode increased accuracy by 50%
Changes, dishwashing, based on your agility and dishwashing rank, can sometimes wash multiple dishes in a single correct cycle
Bugs, reference materials, fixed horses not displaying correctly
Bugs, focus mode, fixed a bug that allowed you to multishot with thrown weapons if you had arrows equipped

v1.5.0 BETA 23
Features, added "Sort your troops" option to camp actions, along with a warning that it will reset your regular troops' experience
Features, added "buy all" option to ransom broker when purchasing slaves
Features, added "locate" option to high perisno marshal to find where your army or mercenary company has gone
Features, during sieges, for defenders, archers will try to move to their defensive positions on the map
Features, during sieges, troops are now intelligent enough to attack destructible doors in some sieges.
Features, race abilities, previously added new passives for dwarves, giants, and naphali. Humans will now be receiving a new passive as well. When a human player uses battle cry, their own battle cry will now heal them at a rate of 2% per race ability skill level from total healing.
Changes, previously added a mechanic that helped players wash dishes faster by rolling a check each success to wash additional dishes, added a message to represent the bonuses
Changes, sieges, added a new scene for Blackfist Castle, may still need work
Changes, sieges, moved ladders in Dwallnor, Anlux Castle, Lyndel Castle, Forde, and few other locations
Changes, when purchasing a Perisno Army, will now always remain visible
Changes, when quick accessing merchants or the town elder, no longer loads town scene. Instead, loads store scene for quicker access
Changes, when sneaking, can now escape from the following towns: Freising, Reichberg, Grund, Voldeberg
v1.5.0 BETA 23.1
Bugs, should now be able to compliment lords on day 1
Bugs, when coming from previous saves, blackfist castle cannot be sieged. Should work now.

v1.5.0 BETA 24
Features, added sorting options to Mystic Merchant
Features, added upgrades to fortress encampments
Features, belligerent drunk will now sometimes be a soldier of the garrison
Changes, race ability, changed the description in character screen. Now simply points towards Perisno Concepts in Notes for more information
Bugs, when mass upgrading villages, added the missing options Palisades and Caltrops
v1.5.0 BETA 24.1
Bugs, fixed an error that caused lords to only be upset for being fiefless once a week instead of every day

v1.5.0 BETA 26
Features, fortified encampments, added an option to allow players to change the name of their encampment
Features, fortified encampments, added spymaster and chamberlain
Features, game options, added an option to sort merchant inventories categorically instead of based on price
Changes, player caravan, when ordering upgrades from chamberlain, reduced costs to 5,000
Changes, spymaster, reduced the amount of redundant dialogues
Changes, when attacking a fortified encampment, you will now be able to loot their goods after claiming, or ransacking, the fortress.
Bugs, reference page, fixed dwarf base wages appearing incorrectly
v1.5.0 Beta 26.1
Bugs, fixed wages error and costing 1
v1.5.0 Beta 26.2
Bugs, fixed wages error and costing 1
v1.5.0 Beta 26.3
Bugs, fixed chamberlain from disappearing from fortress
Bugs, fixed mercenary captain quests disappearing forever
v1.5.0 Beta 26.4
Bugs, fixed a bug that allowed lords to defect to Sut, Bakhal, and Aroulo factions. Also fixed a bug that caused Sut, Bakhal, and Aroulo original lords to defect.
v1.5.0 Beta 26.5
Bugs, crafted armor, fixed Hakkon Simple Steel Muscle Plate
Bugs, fixed chamberlain disappearing from fortified encampments, again
Bugs, aroulo parties should no longer spawn if Qaletaqa is no longer owned by Aroulo, even if Aroulo remains alive

v1.5.0 Beta 27
Features, when moving troops or when pulling troops from the garrison as a patrol, temporarily sets party size to 9999 in order to move the maximum amount of troops possible
Changes, when sneaking into a town, becomes easier or more difficult based on your relations with the town
Bugs, chamberlain, fixed tax locking on fiefs
Bugs, fixed freelancer from teleporting you to your leader as a prisoner when they get captured
Bugs, when organizing a feast, if you are currently hosting a feast, if the timer runs out, no longer fails the quest. Instead, counts as a success

v1.5.0 BETA 28
Changes, adjusted the party strength calculation for prisoners in fortresses, increasing their party strength based on the amount of prisoners there are
Bugs, adventurer's guild, if peasant rebels beg for forgiveness, fixed a bug that prevents you from killing them anyway
Bugs, player camp, fixed a red text error that occurs if your camp has been defeated
Bugs, typo, corrected shool and loyality

v1.5.0 BETA 29
Bugs, fixed Secure Prison not working properly
Bugs, fixed a miscalculation in Fortified Encampment prisoner strength
Bugs, potentially fixed lords leaving their factions automatically while devoted lords is active
v1.5.0 BETA 29.1
Bugs, fixed a bug that caused lords to have -100 relations with their monarch
v1.5.0 BETA 29.2
Bugs, fixed lords respawning while they are a prisoner of fortresses
Bugs, fixed a typo in Ral'Daiun description
Bugs, removed begging/direction asking at fountain temple
v1.5.0 BETA 29.3
Bugs, fixed not being able to leave the reference materials screen
Bugs, fixed the option "withdraw all funds from treasuries, not including this one" from withdrawing from the current fief
Bugs, fixed Tumatarhun guards from fisting the air
v1.5.0 BETA 29.4
Changes, decreased the rate in which you gained proficiencies while enlisted. Increases are less depending on how much proficiency you have in comparison to the troop you are ranked. Will no longer increase your proficiency beyond your rank's proficiencies.
Changes, made The Third Legion hostile to Zann
Bugs, fixed caravan escorting rank
Bugs, fixed perisno army location dialogue to display the correct location
Bugs, fixed villages not being able to be repaired

v1.5.0 BETA 30
Changes, added more information to track down bandits quest. Quest log now shows the town in which the quest was accepted, and also the closest fief.
Changes, constable trainer, when selecting Cavalry it will also select Horse Archers if there are no Cavalry. Similarly, Horse Archer will select Cavalry if there are no Horse Archers available.
Bugs, Red Immortals, no longer runs away from the player.
Bugs, when knocking out enemies, no longer knocks out troops that are guaranteed to die, such as grazir death knights and wolf constables

v1.5.0 BETA 31
Features, mystic merchant, you can now highlight items with the ALT key, so that if the item appears again, the box will be uniquely colored
Bugs, when restoring a failed kingdom, fixed the requirement to use the correct relations

v1.5.0 BETA 32
Changes, removed Venetoran Paganism because it doesn't exist
Bugs, fixed Hakkon Eidolon stats, previously incorrectly set INT and CHA to 1 which randomized some stats
Bugs, fixed overhead stabs with pikes, troops like hakkon eidolons and elite speerkampfers should now use it properly
Bugs, fixed overhead stab animation with pikes, no longer one-hands the pike

v1.5.0 BETA 32
Changes, removed Venetoran Paganism because it doesn't exist
Bugs, fixed Hakkon Eidolon stats, previously incorrectly set INT and CHA to 1 which randomized some stats
Bugs, fixed overhead stabs with pikes, troops like hakkon eidolons and elite speerkampfers should now use it properly
Bugs, fixed overhead stab animation with pikes, no longer one-hands the pike

v1.5.0 BETA 33
Bugs, constable recruiter, previously deleted the recruiter if the player's faction was different from the village that the recruiter was recruiting from. No longer applies
Bugs, when changing the race of the household troop, properly strips their gear if they cannot equip the items due to race restrictions
Bugs, when dueling lords, now proceeds to the duel menu correctly
Bugs, when using multishot, fixed a bug that causes you to be frozen if you swap to your hands

v1.5.0 BETA 34-36
Changes, Fortified Fortresses, randomized the amount of aurums generated per day
Bugs, Ingvar's Mercenaries, fixed dwarven helmets and dwarven armor categories to appear correctly when selected, where previously dwarven helmets only appeared in dwarven armor dialogue
Bugs, Ingvar's Mercenaries, removed all the human armor dialogues if your mercenaries are Male Dwarves. Similarly, removed dwarf armor dialogues if your mercenaries are not male dwarves. Moved Dwarven armor and helmet dialogues to the top for consistency.
Bugs, Race Restricted Gear, removed racial requirements from enchantments in some scenarios. All races should now able to accept the unique head enchantments.
Bugs, reversed a performance script that may have been causing a significant amount of crashes
Bugs, reversed a performance script that was bugging out factions on the map
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