Mount & Blade: Warband

Mount & Blade: Warband

Nova Aetas
Creator, answer us!!!
WHEN do you release update!!! Mortals wanna see update of this beautiful mod!
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Showing 1-9 of 9 comments
FireShadow  [developer] Aug 9, 2016 @ 11:57am 
As you wish: 4 weeks to go, just stay tuned. Here's the complete changelog of v4.0:

FIXED ISSUES
- Kingdom player troops now use ranged weapons and horses properly. Equipping custom
troops however requires you to equip existing archers with bows.
- If the player sieges a town, other besiegers will now help player \\needs testing
- Fixed Turguhns from disappearing // tested for 20 ingame days, they didn't disappear!
- Crusade/Jihad armies now leave Hierosolyma if it is in their hands
(for example if a random lord or the player conquers it)
- Fixed animations so battle flags no longer mess up to all directions.
- Freelancer feature gives you bread and water now.
- Fixed Restore Papacy event triggering every day
- Language errors fixed
- Returning after vacation now completes associated quest \\needs testing
- No longer 'visit nearby dock' for Zendar
- Slaves can now be obtained from battles and only from Acztaoc armies
- Fixed player still wielding tool after it breaks
- Far landscape with mountains no longer disappear partly on large maps
- Fixed fault in freelancer script giving player no water
- Fixed prices for crusader/jihad troops
- Beards allowed for most open helmets now
- Fixed player icon not turning into ship on sea
- Fixed slaver chief not having legs
- Fixed far mountains being darkish in a scene (snowy mountains, desert hills)
- Fixed player being not able to enter Hierosolyma after conquering and after not
assigned a lord yet.
- Added extra check to prevent AI lords from joining player's party
- Removed colonists from colony scene (the ones who're standing in rows)
- Zendar siege scene fixed.
- Player now pays wages for garrisoned troops in colonies too.
- Fixed bug where player rents and then buys property, but still pay rent.
- No longer able to upgrade to/from cathars
- Rescue prisoner quest: lord is now freed and player actually pays gold.
- Fixed and tested wrong entry points for village/bandits spawning
- Improved village AI pathfinding
- Moved Ptaxia to fix pathfinding issue
- No longer tournaments for Acztaocs
- No longer cattle missions to new world
- Chests in cave with ropebridge were missing, I re-added them
- Odd riding animation removed
- Fixed missing siege scenes for Aztlan and Ixtepexi
- Checked some castles in Sarranid desert and New World (thanks to Gladiatre)
- Added extra triggers to prevent game from going to Stage III in colony's
construction menu when trying to build the thatched shack.
- Fixed blacksmith building needed resources not meeting requirements
according to the description
- Fixed accessing Zendar harbour via a common harbour
- Fixed disembarking on a strand with your ship and
then leaving via the harbour. Leave either via your ship at strand or harbour.
- New scene for Acztaoc villages
- Fixed conversation background for sea farers being on land.
- Fixed native village farmers in New World wearing Old World dress
- Caravan convoys of Acztaocs no longer have Calradian guards
- No longer being stuck in dialogue upon asking for personal leave
(Freelancer)
- No longer need to take prisoners in order to rescue men after a battle
- Fixed bug where player becomes Christian instead of Jewish when
talking to Rabbi

BALANCING / POLISHING
- Powerful swords rebalanced (30 strength required now, was 45)
- Slaves now cost 100 instead of 500 Fl.
- Reduced damage for heavy tournament weapons from 30-40 to 25-30.
- All amounts for town management are divided by 10, no longer large amounts to
pay/receive.
- Atheism now instantly provide 2 intelligence points.
- Nerfed Noregr skills for balance
- Hugely lowered chance of events for towns/villages to appear (theft, plague, ...)
- Doubled effect and cost of improving relationship with vassal (+20 now)
- Hunting now gives 50% chance to get raw leather if you kill more than 2
- New death animations
- Cathars will no longer spawn as bandits in infested villages
- Hugely rebalanced Zendar, Agonics, Acztaocs, Turguhns and Papals
to have less garrisons and numerical superiority. Towns have around 400 soldiers now.
- Removed barriers in Acztaoc towns/castles. Players can now join the Acztaoc and
visit markets, talk freely with lords and more.
- Disabled town and village management for New World
- Titles available for every faction now including for player if they join a city-state
- New sounds for firearms
- Added extra upgrade troop for Acztaoc bowman (trained bowman)
- You'll now need to pay 1,500 Fl. if you want to be relieved from duty
(freelancer). This is to prevent an exploit.
- New firearms sounds
- Conquistadors can now rename Acztaoc settlements and colonies they own
- Noregr is now numerical weaker than the Union, because they have 2 towns
- Fixed bug where only recuits can be trained at towns and castles
- Now you can recruit troops at castles and towns for every faction ingame.
- Rabbi's now travel to taverns to be better accessible
- Synagogue now always accessible if you're Jewish

GRAPHICAL / PERFORMANCE
- Shaved off 200 MB by making textures smaller (helmets, boots, gauntlets, firearms and shields)
- New models/textures for trees
- New ground textures
- New grass models and textures
- Fixed no uniform lighting for outer terrain (dark/light mountains e.g.)
- Fixed weird lights/shaders in indoor scenes


ADDED FEATURES
- Artillery (max. 6 in battles)
* Hire cannoneers at taverns and put cannons into your inventory
* Cannons will spawn on battlefield
* Cannoneers will find enemy and shoot
* Use Warband 'hold fire' function to stop shooting
* Use 'stand ground', 'charge' and more to shoot again
* Hold F1 function to manually set shoot target
* AI will have cannons too
* Cannoneers are mercenaries and can be upgraded 2x
* Skilled cannoneers can do their job faster
* Cannons spawn with stakes for a bit defence
* Cannonballs will have true physics, landing twice on
the battlefield and wreak havoc all between them.
* You can manually shoot the cannon
- Use arrow keys to position it
- Take control, load and fire the cannon
* You can disable artillery or affect how many are spawned
- Improved town management
* Town management system of Medieval II is carefully replicated
* Build 75 unique buildings divided in 15 different tiers
* Rebalance the various powers in your city to gain access
to unique bonuses or penalties
* Complex background scripts calculate growth, available recruits,
income, religious uniformity and more
* Each building has its own unique bonuses either improving income,
religious uniformity, growth or adding more building/training slots
* Each city has 6 phases ranging from Town to Huge City, depending on
population size. If you reach the appropriate population level you
can enter the next phase and gain access to new buildings
* Recruit all available troops at the recruitment tab, this
applies for every faction
* Barracks give access to infantry, stables to cavalry and
ranges to ranged units. Improve these buildings to gain
more recruitable types
* Desert cultures have their own unique cards and pictures
* If your treasury is too high (>100,000) you'll get increased
corruption which can even result in negative income
* Scripts increase growth in case you suck at town
management and growth falls below zero with only 2000 population or less
* Town news added to give you information about latest updates
* Detailed information about income, growth, uniformity changes
and balance of power effects. You can track down every single detail.
* Build churches, temples, mosques, synagogues or shamanistic shrines according
to your religion. If you follow Atheism, you'll need to build appropriate temples
for the faction leader's religion or otherwise the town's religion
- Towns now change religion to yours if religious uniformity is >75%, unless
you're Atheist.
- Bombs
* Buy and throw deadly bombs
* Explosion death animation throws people away
* Large & small bombs with different radius of impact
- More reference books added
- You can now join the Acztaocs
* Gain prisoners in war and sell them at towns for prestige and cocoa beans
* Cocoa beans are the main currency, Acztaoc merchants no longer have coins
* You must exchange your coins for cocoa beans upon entering Acztaoc centers
- Two new consumables added
* Maize (Acztaocs only)
* Chocolate drink (Acztaocs only)
- New Acztaoc titles:
* Lizard
* Serpent
* Coyote
* Cougar
* Crocodile
* Eagle
* Jaguar
- Culture specific stock
* Every culture now sells it own goods. Nordic towns sell
nordic swords, axes, Rhodoks sell morions, Sarranids sell
Islamic stuff
* Applies to goods as well
* Applies to religious items too
- No resupply in enemy towns/villages
* Doors of arena, tavern and marketplace are closed if
- You have -30 or less relationship with faction
- You have -1 or less relationship
- It opens however if relationship with lord is 4 or more
- You can now build up to 6 castles
- Converted most of numbers showing in text to numbers with comma's


BUGS
- Colony construction: if you click the house, you might encounter the screen for
Stage III. Though you cannot build anything of that stage.


HARD BUGS
- Stupid colony buildings bonuses shifted down
- Freezes


NO BUGS
- You can take prisoners in battle. Choose "Take them prisoner" and pick the troops
you want in the following screen.




-----------------------------------------------------------------------------------------------

[To do]
TODO (long term planning):
x Map icon wall around Mithridias
- Mithridias backstory
- Prevent players from entering islands
x Mithridias siege scene

x Finish carpenter
x Priest/scribe
- Weaver/clothmaker
- Farmer

x Cannons for AI
- Test if cannons work properly
* Sometimes script error
* First two cannoneers don't do anything
x Load cannons yourself

x Complete redo city building & improvement
- Redo of religious feature
* Spendable points
* Spend on dialog options, money, xp, items, skills and more
* Implement skills tree


SIEGE SCENES:
- Check Heredith castle
x Check Hiersolyma

- Check bug reports


© Quintillius - Nova Aetas
[PIT] Legion595 Aug 10, 2016 @ 11:53pm 
Wow... this is excellent work. One of the best mods on the workshop BY FAR, now even better.
FireShadow  [developer] Aug 11, 2016 @ 5:11am 
Thank you! It will get better and better.
ฬizard Aug 11, 2016 @ 11:47am 
That... is a lot of changes
Hierarch Aug 13, 2016 @ 1:07am 
still need to fix the bug were when you attack a faction they become friends after there by ending your game because you can fight other factions i know that me and my freind have both run in to this problem and im sure many others have
FireShadow  [developer] Aug 13, 2016 @ 3:42am 
Not sure about the cause of this. How do you mean 'by ending your game'?
Hierarch Aug 13, 2016 @ 11:14am 
like making it unplayable you just attack a kingdom or desert a army you become friends with the kingdom... i really hope you can find the problem its a great mod other then that
Sept Aug 22, 2016 @ 6:03am 
Hey Fireshadow Please Could you Delete Suffixs to When you get a Kingdom it's really annoying
When I Do something Like Wanna Make The Romans its be Like Kingdom Of Rome or Kingdom Of Roman For Your Troops to actually be Called Roman Footman or Roman Man At arms
Sept Aug 22, 2016 @ 6:05am 
Also keep up The ♥♥♥♥♥♥♥ Amazing Work man ⚒⚒😋
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