History of Changes

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Windyplains

Grandmaster Knight
History of Changes
        #       
Scope of the Changes                                                                           
                    Release Date
v0.01​
Initial Creation, Tournament Overhaul & Autoloot System
6/8/12​
v0.02​
Companion Party Roles & Tournament Balancing
6/18/12​
v0.03​
Center Improvement Overhaul
6/22/12​
v0.04​
Adding Center Improvements & Message Filtering
6/26/12​
v0.05​
Tournament Upgrade, Party Morale Balancing & Book Changes (minor)
7/15/12​
v0.06​
Alternate Party Morale System
7/20/12​
v0.07​
Enhanced Diplomacy Royal Decrees & Domestic Policies, New Companion (Nissa)
1/17/13​
v0.08​
Bug Fixing
1/21/13​
v0.09​
Diplomacy Balancing & Bug Fixing
1/24/13​
v0.10​
Advisor (Captain of the Guard), Regional Patrols, Garrison Training & Recruitment
2/10/13​
v0.11​
Book System Improvements & Companion Reading
2/12/13​
v0.12​
Bug Fixes
2/13/13​
v0.13​
Village Quest Overhaul, New Books & Mod Difficulty Options
3/2/13​
v0.14​
Game Balancing, New Village Quests
3/10/13​
v0.14.1​
Bug fixes, Balacing the Morale System
4/5/13​
v0.15.9​
Treeless Troop System (Phase 1), Financial UI, Improvement UI, Combat Sprinting, Tournament Updates, New Items, Expanded Map, Troop Abilities, Companion Abilities and Economy Rebalancing (4 posts)
6/6/13​
v0.15.10​
Party Role UI refinements and minor bug fixes.
6/6/13​
v0.15.11​
Bug fixes, Improved Companion Notes & Leaving Mercenary Service
6/14/13​
v0.15.12​
Bug fixes and minor game balancing.
6/16/13​
v0.16​
Party morale interface and battle weariness redesign.
9/17/13​
v0.17​
Bug fixes.
9/23/13​
v0.18​
Reversion of Formations Mod, Minor Balancing and Bug Fixes.
10/17/13​
v0.19​
Garrison Recruitment System.
10/24/13​
v0.20​
Player Abilities, Body-sliding in Combat & Balancing
11/16/13​
v0.21​
Swadian & Rhodok Faction Overhauls, New Abilities, New Quests & Silverstag Emblems
1/16/14​
v0.22​
Bug Fixes & Balancing
2/7/14​
v0.23​
Item Commissioning & Item Repairs, Vaegir Troop rework.
6/8/14​
v0.24​
Fief Exchanges, Vassal Titles & Nord Troop Rework
10/25/14​
v0.25​
Bug Fixes
11/27/14​
v0.26​
Garrison Training, New Items, Sprinting Rework, Stamina Bar, Khergit Troop rework, Sarranid Troop rework, Bandits rework & Tournament Prize Selection.
8/16/15​
 
Version 0.01
[*] Mercenary contracts allow for increased payment based on party upkeep, player persuasion and combined levels of the player and his companions.
[*] Failure to respond to the marshal or perform tasks he requests will result in an automatic dismissal of your mercenary contract.
[*] Added the ability to join an ongoing battle on any side with friend/foe identification.
[*] Lords who are hosting a feast will still gain +1 relation with you for attending even if you have 10 relation with them already.
[*] The native quest "raise X troops" has been altered to allow a partial turn in for a small extension in duration.
[*] A game option to block popup menu notifications for factions going to war, making peace, calling a truce or being involved in a border incident (if your faction isn't involved) has been added.
[*] Heroes earn additional experience for defeating enemies based upon an intelligence > 10.
 
Version 0.02
  • Save Game Compatibility: Broken!  This had to be done to add in some process improvements so future versions would be able to stay save game compatible.
  • Compatible Warband Version: 1.143 (Still awaiting WSE update for 1.153)
  • WSE Minimum Required Version: 2.7.1 (included)

Change Log:
  • Bug Fixes:
    • Fixed a dialog issue when askng a village elder for quests while not a noble.
    • Fixed a bug with script "auto_buy_food" to prevent it misfiring upon leaving a castle.
  • Game Changes:
    • Companion relation report & assign party roles menu options are now disabled if you have no companions.
    • Refined slaughtering of cattle to trigger the autolooting menu so "storekeepers" can collect the fresh beef.
    • When companions win prizes from a tournament they automatically give them to the player.
    • Imposed a maximum relation gain/loss of +/-1 for nobles when winning a tournament during a feast.
    • Removed the courtship benefit to relation gain with ladies when winning a tournament if you are married.
    • Limited town relation gain to a maximum of +3 per tournament.
    • Capped the experience gain due to high intelligence during tournaments to +50xp.
    • Added the "Gaoler" companion role.
      • Uses gaoler's prisoner management instead of the player's for determining maximum prisoner capacity.
      • Will automatically sell any prisoners upon entering town that are not heroes or needed for a quest.
      • Gains 15% of all profit earned as experience.
      • Keeps 15% of all money earned from selling prisoners.
    • Added the "Quartermaster" companion role.
      • Collects all battlefield loot valued > 50 denars from the autoloot menu.
      • Sells any goods or gear stored upon entering town, if enabled in mod options, and receives 15% of the earnings.
      • Gains 5% of all profits earned as experience.
 
Version 0.03
  • Save Game Compatibility: Maintained!
  • Compatible Warband Version: 1.143 (Still awaiting WSE update for 1.153)
  • WSE Minimum Required Version: 2.7.1 (included)
  • Added new dialog options for noble prisoners held captive.
    • You can attempt to persuade a captive king to make peace, but you must be a king or the marshal of a faction to do this.  (persuasion based)
    • You can attempt to intimidate a captive king into relinquishing his claim to the throne causing his kingdom to follow your banner.  This is exceptionally difficult to do unless your empire easily out powers theirs.  You must be a king to attempt this.
    • You can attempt to ransom a noble for 60%.  With a high enough persuasion you can increase this to 120%, but there is some penalties involved and it is a gamble on if it works.  (persuasion based)
  • Removed the thrusting attack from the two-handed Iron Mace.  It looked silly.
  • Disabling companion complaints also prevents a companion from leaving on their own.
  • Skill Changes (testing these out):
    • Power Draw now functions based upon the Agility attribute.
    • Shield now functions based upon the Strength attribute.
    • Persuasion now functions based upon the Charisma attribute.
  • Party Size Changes:
    • Players now receive same party size boosts the AI receive for fiefs, being marshal or being king.
    • Charisma’s contribution to party size improved from 1 to 2/point.
    • Leadership’s contribution to party size improved from 5 to 8/point.
  • You now automatically gain relation boosts with allied heroes that fight in the same battle as you.  Kings and marshals receive a small boost to this while enemies may ignore it.
  • Fixed a dialog bug displaying incorrect text when granting a fief to a vassal.
  • Center Improvements:
    • Villages, castles & towns may now have three improvements building in parallel.
    • Improvement construction time has been reduced by 33%.
    • You can now cancel work on improvements mid-construction.  All progress is lost.
    • Improvements can now be damaged by raiding.  Once damaged they must be repaired to get full benefit again.  If allowed to deteriorate too far they will be destroyed.
    • You will lose 2 relation with the town for each building destroyed.
    • New Improvement: Local garrison (village) doubles the amount of time needed to raid a village and prevents bandits from infesting it.  Costs a weekly upkeep.
    • New Improvement: Planting Grain (village, castle) costs 3 bags of grain and takes 60 days to complete (unmodified by engineering), but returns 5,000 denars one time profit.
    • New Improvement: Armoury (castle, town) allows replenishment of a siege defenders’ ranged ammunition during combat.  Costs a weekly upkeep.
    • New Improvement: Marketplace (any) improves prosperity by 3% and fief income by 5%.
  • Companion Role Updates:
    • The Gaoler will no longer attempt to sell 0 prisoners upon entering town when only hero prisoners exist in the party.
    • The Gaoler will now transfer any prisoners available (including heroes) to a prison of a castle that you own upon entry.
 
Version 0.04 - 6/26/12
  • Save Game Compatibility: Maintained!
  • Compatible Warband Version: 1.143 (Still awaiting WSE update for 1.153)
  • WSE Minimum Required Version: 2.7.1 (included)

I've accepted a lot of the ideas folks have come up with, but as a heads up for what is already in v0.04.  Feel free to still make suggestions on these ideas as numbers are fairly easy to tweak.  It's building the initial "feature" that takes time.

Improvement System Changes:
  • The AI can now build and repair improvements in their own centers based upon their available funds, but limited so as not to deplete their funds available for maintaining an army.  The AI will also prioritize repairs over new construction.
  • Castles and towns will now have their improvements damaged upon a successful siege.
  • Repairing improvements now modifies the cost of the original improvement based upon the extent of the damage.  This was an oversight in the previous version.

New Improvements:
Improved Roads
Applicable: Any
Cost: 10,000 denars
Effects:
  • Improves relation upon completion by 2.
  • Increases village income by +75 denars/week and town income by +225 denars/week.
  • Doubles the daily rate of recovery for prosperity towards the center's "ideal" value.
  • Doubles the daily rate of progress towards fixing a village from a looted state.

Fire Brigade
Applicable: Any
Cost: 2,000 denars
Effects:
  • Reduces the chance of an improvement being damaged during a raid / siege by 33%.
  • Improves relation upon completion by 1.
  • Cannot be damaged.

Forge
Applicable: Villages
Cost: 5,000 denars
Effects:
  • Improves relation upon completion by 2.
  • Generates a minor amount of income for the village elder to have as a merchant.  ~100 denars/week.
  • Adds assorted low quality weapons to the village elder's merchandise.

Mercenary Chapterhouse
Applicable: Towns
Cost: 12,000 denars
Effects:
  • The number of available mercenaries to recruit from the tavern is increased by 8.
  • The cost for recruiting mercenaries in this town is reduced by 15%.
  • Weekly upkeep of 45 denars.

Escape Tunnels
Applicable: Castles & Towns
Cost: 8,000 denars
Effects:
  • Grants 85% base chance of escape from a lost siege as a member of the defending side.  The more damaged the tunnels are, the less reliable they become.
  • Requires a weekly upkeep of 50 denars.
  • Prone to cave ins.

Coincidentally along with this change any lord, or player, that is part of the defenders of a siege that loses have a 100% chance of capture now.

Guild of Merchants
Applicable: Towns
Cost: 9,000 denars
Prerequisites: Marketplace, Improved Roads
Effects:
  • Increases tariffs of a town by 8%.
  • Improves prosperity of town by 3%.

Message Log Filtering:
  • Villages being raided should no longer show up in the log unless the village or the raider is of your faction.  If they do show up they should be colored green if your faction does the raiding or red if your faction’s village is being raided.
  • Lords being taken prisoner, freed from captivity or defeated and escape it should no longer show up unless they are of your faction.  These messages will be red/green colored based on if this is beneficial to your faction or not.
  • Castles and towns under siege should no longer display this unless you are a member of the attacking or defending faction.  Message will be colored red / green as appropriate.
  • Lords defecting will no longer appear in the message log unless they are joining or leaving your faction with red/green coloring as appropriate.
  • Messages regarding the seizing of a castle or town will show up red or green if your faction is involved or light blue if not.  These messages are not hidden.

New Mods:
  • Included: Troop Ratio Bar by rubik.

Game Changes:
  • The storekeeper will now correctly get rid of rotten food instead of simply saying he is doing it.
  • When you are attacked in the tavern you'll no longer be forced to unequip your ranged weapons.
  • You and the AI are now always captured if defending a castle from a siege and lose.
 
Version 0.05 - 7/15/12
  • Save Game Compatibility: Mostly Intact!  Any non-native quests in progress are canceled out of necessity, but everything else for a save game should remain intact.
  • Compatible Warband Version: 1.143 (Still awaiting WSE update for 1.153)
  • WSE Minimum Required Version: 2.7.1 (included)

Tournament Upgrade to 1.6:
  • A new "Elimination Mode" has been added tot he system.  This closely resembles the native tournament design.
    • You will not be able to select how many teams or their size in a match.
    • Participants picked to continue on to the next round go in order of: survivors, the remaining members of the surviving team, the members of the highest scoring team and then the rest of the slots go to the highest scoring participants not currently selected.
    • AI troops in elimination mode are a fair bit weaker than those found in "performance mode".
    • This new mode option can be selected in the main mod options page.
  • A new "Hall of Record" can be accessed from the tournament menu that shows your past performance in all tournaments for this game.
  • Renown gains from winning a tournament is now capped at 20 during feasts.
  • Total wins in a town that contribute to relation gains are now based on consecutive wins.  Losing resets this value to 0.

New Improvements:
Castle Library
Applicable: Castles, Towns
Cost: 4,000 denars
Effects:
  • Improves relation upon completion by 1.
  • Doubles the rate of reading progress while waiting within the castle.
  • Gives a 40% chance that a book merchant will spawn in your town whenever they are moved around.

Diplomatic Changes:
  • Rejecting a ransom offer does not incur an honor penalty while at war.
  • Giving troops to one of your vassals will improve your relation with them.
  • The starting factional disputes have been altered to even the conflicts out a little.  This won't be noticeable without a new save game.
  • Diplomatic Role: "Castle Steward" added that companions can be assigned to.  This is in an early stage of development, but allows access to fief management, serves as the quest giver of that center (instead of the generic steward) and provides advice on the needs of that castle.  This role is appointed by use of your chief minister at your main court.  Only companions may be assigned to this role and can be unassigned at any time.
  • You can now change your culture by speaking to your chief minister.  There is a basic troop tree in place for the player's culture (so you can edit it via morphs if desired) for now.  Eventually I aim to make it customizable.

Appearance & Graphics:
  • Included: "Custom Clan Banner Pack" by MadocComadrin.  I like the look of these banners far beyond the native ones.  One issue to note is that not all banners have matched background colors to the back of your outfit yet.  They still are an improvement on the native banners.
  • Several new heraldic armors have been added to the game and infused into some of the troop trees at appropriate tiers.
  • Additional minor coloration changes of displayed text have been made.  Specifically to morale changes or quest log updates.
  • Faction colors may now be altered once you are a king via the camp menu.

Reports Menu:
  • Revamped the reports menu similar to the way it appeared in Floris 2.5 to consolidate it into a smaller list of report groups.
  • Included: "Estates of the Realm" 1.0.4 presentation.
  • Included: "Show All Items" presentation from Custom Commander by rubik.
  • The new tournament log can be viewed via the personal reports menu.

Party Morale:
These changes should make morale much harder on a small company if they are not being successful, but far less painful on a mid to large sized army.
  • Party size gives a benefit for every 15 men vs. a negative equal to your current size.
  • Base party morale has been reduced from 50 to 0.
  • Leadership contributes roughly 1/3rd the benefit it previously did.
  • New mechanic: "Days on the March".  The longer you spend away from your home centers on the march the more of a morale penalty your army will receive.  This is slowly reduced as you spent more time in your own territories.

Reading Books:
  • Books that grant permanent increase should now be readable at any time and still allow you to raise a skill as high as your attributes would have allowed without it.  So if you read a +1 leadership book when your leadership skill is only 3 then you'll still be able to get leadership rank 4 with 12 charisma and then reapply the +1 bonus for a total of leadership rank 5.

Bug Fixes & Minor Tweaks:
  • Bugfix to allow the "Field of Grain" improvement to be built repeatedly.  If you've already built one the game will fix itself.
  • Bugfix to prevent the "cancel work" menu from showing if no building is in progress.
  • The "Gaoler" companion role will now sell things at the ransom broker rate vs. the flat 50 denars.
 
Ve[size=12pt]rsion 0.06 - 7/20/12
  • Save Game Compatibility: Mostly Intact!
  • Compatible Warband Version: 1.143 (Still awaiting WSE update for 1.153)
  • WSE Minimum Required Version: 2.7.1 (included)

Party Morale:
  • New Mechanic: Party Unity
    • +[ (Combined leadership of all companions & player) * 3 ]
    • Companions are ignored as troops.
    • -1 for every 3 troops of your faction in your party.
    • -1 for every troop not of your faction in your party.
    • -2 for every mercenary in your party.
  • Party size benefit to morale is capped at +30.
  • Party size benefit improved to +1 per 8 troops.
  • Food no longer provides 150% of the listed benefit.  It provides 100%.
  • Point of desertion reduced from 31 to 20 morale.
Center Improvements:
  • Mercenary chapterhouses now ensure a minimum level of 19 for mercenaries available.
  • Mercenary chapterhouses now reduce the cost of mercenaries by 40% instead of 15%.
Game Changes:
  • The town guild master can now be accessed directly from the town menu.
  • Quests from the town guild master may now be accessed via a list of options during dialog with him.
  • Brognar's voice acting pack has been removed.
Bug Fixes:
  • Slaughtering all of your cattle in a herd should no longer cause invalid party script errors.
  • Accepting or rejecting selling all prisoners to a ransom broker now ends the conversation.
  • Quest "Summoned to Hall" should now trigger properly in the intended location.
 
Version 0.07 - 1/17/13
  • Save Game Compatibility: Broken!  Sorry folks, had to be done for this update.
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • PBOD menus should now show the proper 'F#' values.
  • Accessing a companion's inventory menu is limited to the first 11 companions unless they are one of your party roles to prevent being stuck in that menu.
  • Raiding villages should no longer yield only butter at times.  (And there should be much rejoicing.)
Conveniences:
  • Companions that are turned into vassals will no longer have their equipment removed.
  • The native banner presentation now has a "previous page" button.
  • The tournament in-game guide has been added to the "Reference Material" menu.
  • A new Diplomacy in-game guide has been added to the "Reference Material" menu.
  • You only need to go through the introduction for ransom brokers once now.
  • Companion inventories can be directly accessed from the town marketplace.
Game Balancing:
  • AI opponents during “elimination mode” tournaments have been buffed slightly, but still remain a little easier than “performance mode” opponents.
  • Party unity range extended from -30/+30 to -40/+40.
  • Upon being made a vassal companions retain any current renown they built up from tournaments and their maximum starting renown has been improved from 200 to 400.
  • Hero escape chance from the player party has been increased from 5% to 15%.
  • Hero escape chance from the player party is reduced by 1.3% per point of prisoner management.
  • Time before a lord without a party will respawn has been increased from 48 to 96 hours.
Appearance:
  • Fixed the background color for dozens of banners.  Still more to go.
  • Moved PBOD's split party assignments to the "Party Reports" menu.
Companions:
  • New Companion - Nissa.  This is taken directly from the Odval companion of Floris created by Monnikje.  I wanted to have her in the game so that her story arc quest chain could be tested without having her directly identical to Odval as I'll likely make changes along the way.
  • Added new morality type: "egotistic".
  • Added new morality type: "gladiator".
Quests:
  • New Quest Chain - Nissa's Redemption.  This adds 5 new quests centered around the new companion Nissa.  Completing the entire story arc successfully (on the hard setting) adds the option for permanent loyalty for this companion.
Included Mods:
  • Emoticons by Lav.  Adds rotating icons displaying AI behavior on the map.  This can be disabled in the main mod options.
Enhanced Diplomacy:
  • A large number of game balance values have been tweaked to give each kingdom a different culture and balancing point.  These have been split into "Domestic Policies" and "Royal Decrees".  Players may also set these values when they are the head of their own kingdom.  I won't go into great detail here as the in-game tooltips for this system are very comprehensive.
  • The new "Kingdom Management Report" can be accessed under "Kingdom Reports" in the "reports" menu.
  • Domestic Policies:
    • Cultural Focus
    • Border Control
    • Military Diversity
    • Slavery
    • Troop Desertion
  • Royal Decrees:
    • Mandatory Conscription
    • Code of Law (commons)
    • Code of Law (nobility)
    • War Taxation
    • Sanitation Standards
    • Period of Reconstruction
    • Public Executions
 
Version 0.08 - 1/21/13
  • Save Game Compatibility: Maintained! (from v0.07+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • Scene exits within towns should work properly instead of displaying a “.”.
  • Fixed division by zero errors from diplomacy_get_player_party_morale_values when switching from native morale system to the alternate one.
  • The salt mine now enters into its own town menu instead of the last town visited.
Conveniences:
  • Companion inventories can now be directly accessed from the town marketplace.  No really, I’m not kidding this time.
Game Balancing:
  • Disabled castle garrison patrols until the Captain of the Guard feature is introduced giving it more control options for players.
 
Version 0.09 - 1/24/13
  • Save Game Compatibility: Maintained! (from v0.07+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • Companion advisors should now display properly in the companion mission report.
  • Storekeepers will now auto-buy food when leaving a fief if so configured.
  • The storekeeper’s description text in the “assign party roles” screen now properly displays the food variety morale bonus when using the alternate morale system.
  • Hired mercenary parties now build their party based upon their named culture, not the one of the city they were spawned within.  Note: As a result the mercenary parties will go through some odd changes for a week.
  • Renewing a contract with a hired mercenary party should no longer lock up the game.
  • Hired mercenary parties should now attempt to replenish their numbers with recruits.
  • Hired mercenary parties should now attempt to upgrade their troops every 14 days.
  • Mercenary parties will now expect payment weekly after renewing their contract.  Previously this was not occurring.
Game Balancing:
  • Staying within a city grants a 33% chance of reducing march penalty by 1 every 6 hours.
  • Hired mercenary parties will now attempt to upgrade their troops every 14 days down from 30 days.
  • Characters with persuasion 2 or greater may attempt haggling mercenary party costs down by 15% when it comes time to renew their contract.
Conveniences:
  • Center notes now display any improvements built or in construction, any player owned enterprises and description on how the center views the player.
  • The “View Lord Holdings” presentation has been changed as follows:
    • A lord’s renown value is now displayed under their name.
    • A lord’s reputation type is now displayed under their name if previously met or the lord is a vassal under the player.
    • The initial faction displayed upon opening should always be the player’s.
  • Morale changes are now displayed on the message log in green or red coloring.
Center Improvements:
  • Raiding or besieging parties now have a 0.5% chance per point of looting of dealing double damage to an improvement.  Lords begin with a 2% chance with certain lords gaining bonuses based upon their reputation type in addition to their looting skill.
Enhanced Diplomacy:
  • Vassals are now given a boost to weekly relation gain based upon fiefs owned.  If no fiefs are owned by a vassal then it becomes a penalty.  These values may be subject to change, but I'd like to see how they play out.
    • +30% for each village.
    • +55% for each castle.
    • +75% for each town.
    • -50% for having no fiefs.
  • New game option added to force vassals, with the player as ruler, to reinforce their party with troops from the player’s chosen culture vs. their original one.
 
Version 0.10 - 2/10/13
  • Save Game Compatibility: Maintained! (from v0.07+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • Nissa should give a proper final comment after completing her story arc.
  • The slaver availability setting in kingdom management should now work properly.
  • The “restore defaults” button in the game options now works.
  • Morale changes for other parties should not display anymore.
  • After combat you will always be directed to the autoloot menu even if no companion has this enabled to allow for quartermasters to pick up loot.
  • A companion kicked out of the party will perform any companion role turnover to the player as needed.
  • Fixed several tooltips within the kingdom management report.
  • The weekly budget no longer refers to your party using random party names.
  • Tournaments should no longer occasionally have looping noises stuck playing.
  • When companions quit they will be removed from any party roles now.
  • Lord holdings screen should no longer show % relation changes if you aren’t ruler.

Conveniences:
  • Prisoner caravans no longer show on the weekly budget unless one is active.
  • Added option to pause fast travel when enemies are near.  (Credit: Caba’drin).
  • PBOD preferences have been merged into the main game options screen.
  • Your minister now has an option to let you drop ownership of a fief.
  • Post combat debrief now displays kill counts by “heroes”.  (Credit: Custom Commander)
  • You can now ask an advisor to see their character screen.
  • When asking a lord or lady for the location of someone, they will note their relatives.

Appearance:
  • Altered the appearance of the game mod options order & added title bars.
  • Weekly budget altered so that it is easier to read the numbers.

Game Balancing:
  • Advisors now gain 10 renown & 250xp each week while holding office.
  • Requesting your Castle Steward to host a tournament costs 8000 denars now.
  • Hosting a tournament via the Castle Steward improves town relation by 3.
  • Normal tournament spear speed increased from 85 to 95.
  • Enhanced tournament spear speed increased from 85 to 90.

New Advisor: Captain of the Guard
  • Each castle or town you own may have a Captain of the Guard appointed to accomplish the following:
    • Setup, disband and maintain regional patrols.
    • Oversee recruitment to the keep's garrison.
    • Oversee training of soldiers stationed in the keep's garrison.
    • Manage access to the town's treasury for financing the above options.

New Systems:: - I went into detail describing these at their linked posts.
 
Version 0.11 - 2/12/13
  • Save Game Compatibility: Maintained! (from v0.07+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • Fixed inaccurate key command names from being displayed within the key config screen and during troop deployment.
  • Lords that have defected to your kingdom will not be affected by your weekly relation changes until accepted as a vassal.
  • The garrison training troop selection list shouldn’t spawn invalid troop errors when using a custom culture now.
  • Disabled Emoticons due to occasional crash-to-desktop issues.
  • Removing an appointed castle steward now cancels any associated quest given by that steward with the exception of the mercenary contract.
  • Quest “Raise Troops” should no longer assign “veteran fighters” as a goal.
  • When troop tiers are displayed they should no longer account for upgrading bandits.
  • Deserters shouldn’t have naked veteran fighters within them any longer.

Conveniences:
  • New game option added to prevent “pop-up” notifications.
  • Game option for pausing fast travel refined into a pop-up menu to select between “Any Enemies” (current functionality) and “Actual Threats” (only pauses for enemy heroes, hostile groups as large as your own or anyone actively seeking to attack you).
  • Fast travel should now pause if a party related to an active quest is near at any setting.

Game Balancing:
  • No fief relation percentage penalty reduced from -75% to 0%. 
    I feel like the native penalty for this is sufficient.
  • Quest “Raise Troops” requires troops to be upgraded a little less than native now.

Center Improvements:
Training Grounds
Applicable: Towns & Castles
Cost: 5,000 denars
Effects:
  • Increases the chance of upgrading a soldier during garrison training by 5%.
  • Reduces the cost of garrison training by 10%.

Book Improvements:
  • Reading speed is now directly set by character intelligence.  (14 INT = native speed)
  • Companions can now be assigned to read books in their inventory via the companion management menu options.
  • Advisors can be given books and will read at a slower pace when not in your party.
 
Version 0.12 - 2/13/13
  • Save Game Compatibility: Maintained! (from v0.07+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • Your quartermaster shouldn’t ninja sell books you give him now.
  • Party emoticons should actually be disabled now and stay that way.
Conveniences:
  • You can now turn in partial prisoner amounts in quest “Capture Prisoners”.
 
Version 0.13 - 3/2/13
  • Save Game Compatibility: Broken!  Sorry folks, had to be done for this update.
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)

Bug Fixes:
  • Defeated patrols will no longer display a host of script errors, but will be cleaned out when you try to access information about them.
  • The list of troops for setting upgrade paths while speaking to the Captain of the Guard will now display if you’re using a faction that isn’t the custom player faction.
  • When you withdraw money from the treasury you’ll now receive it.  Novel, huh?
  • AI heroes will now appropriately upgrade their village improvements.
  • The diplomacy in-game guide now has a credits page.
  • Sending Nissa on a mission to support you as king should no longer cause repeated errors due to a non-existent rival wanting to object.
  • The “show all items” screen should no longer show the “Invalid Item”.
  • Numerous heraldic items were worth only 1 denar and now have more realistic values.
  • Recruiting from villages during mandatory conscription should no longer cause DIV / 0 errors and should no longer cost you money.
  • When summoned to your hall by a steward the quest shouldn’t fail to continue on to the reason you were summoned for.  (Failed npc_map_talk_context).
  • Replacing an advisor when none is currently assigned should no longer result in script errors.

Conveniences:
  • The game option for bodyguards is now a menu that allows limiting them to a number between 1 and 4 or disabling them entirely.
  • The trade ledger can be accessed from the town marketplace and personal reports menus once you have assessed local prices at least once.

Game Balancing:
  • The price of salt is now cheaper at the salt mine.
  • Advisors may now be appointed by speaking to a companion directly.  This allows you to appoint them as a vassal instead of being a king.
  • Indicted lords have their controversy reset to prevent the being stuck in a controversial loop.  (Credit: Zsar)

Appearance:
  • A new regional name generator has been added.  This allows every NPC, permanent or quest related, to be dynamically named based upon the culture they’re from.  Each NPC has now been given unique names.
  • Several new mercenary company names have been added.


New Option: Mod Difficulty
  • A new “mod difficulty” option has been added to the character creation process that alters a number of features designed at making the mod “easy”, “normal”, “hard” or “very hard”.  The default setting is normal.
  • The game difficulty setting found in the mod options has been removed.
  • Mod Difficulty now alters:
    • The size of AI parties.
    • The size and composition of initial garrisons for castles and towns.
    • The strength of troops AI parties use to rebuild their party.
    • The maximum number of bandit and deserter parties that spawn on the map.

Book Improvements:
  • Added 5 new standard readable books for tracking, training, first-aid, prisoner management and charisma.
  • Added 2 new specialty readable books.
  • Added 1 new standard reference book for path-finding.
  • Standardized the cost of all books based on the benefit type they give.
  • Readable books now display what they do in their tooltip.
  • Book merchants now have their inventory re-shuffled when they change locations.

Village Quest System:
  • Village quests no longer have quest-based cooldowns.  Instead they are gated by village-based cooldowns.  Quest A may be completed in Village A and then immediately started in Village B, but Village A won’t have any quests available again for a few days.
  • New Quest (villages): A Craftsman’s Knowledge.

Included Mods:
  • Trade Ledger by Caba’drin.  Adds a new “personal report” presentation for tracking trade values in towns whenever you assess prices.
  • Dynamic Arrays by Sphere.  More of an under the hood addition to support the trade ledger, but added for my notes.
  • Cinematic Compilation by DOMA.  Adds a number of graphical & sound improvements.  Only included on the “cinematic download” copy.
  • Ethnic Troops by Nemchenk.  More racially diverse facial codes.

Removed Mods:
  • Quest Pack 2 (Trade Quests).  For those who may have discovered these they were not ready for release yet and should have been blocked from triggering.
 
Version 0.14 - 3/10/13
  • Save Game Compatibility: Maintained! (from v0.13+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)

Bug Fixes:
  • Map travel has been slowed down to the native speed.
  • Battle continuation should now be working properly in the field.
  • Debug message spam that disables the message log should no longer occur.
  • Health regeneration should be functioning as intended now.
  • Nissa Part I quest should no longer spawn a list of script errors when talking to the elder upon arrival.
  • Nissa Part II quest should properly load contestants to fight.
  • Nissa Part II quest should now trigger her dialog instead of an empty string.
  • Books added in v0.12 will now be readable by the player via the camp menu.
  • Fire arrows now work again.

Appearance:
  • All travelers, minstrels, book merchants and ransom brokers have unique names.

Conveniences:
  • You now have a “never mind” option to escape out of the “I’d like to ask you something” option during a companion conversation.
  • A mod option has been added to enable / disable the troop ratio bar in combat.
  • A mod option has been added to enable / disable troop prefixes similar to the ones used in the Floris Mod Pack.
  • Travelers can now be paid to tell you were minstrels, ransom brokers and book merchants are located.
  • Companions may now have their character history exported and imported.

Quest Pack 5:
  • New Quest (villages): Sending Aid.
 
Patch 0.141 - 4/5/13
  • Save Game Compatibility: Maintained! (from v0.13+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)

Bug Fixes:
  • Companions should no longer receive credit for books the player reads.
  • New players should no longer receive an excessively high party limit.
  • The “Test 1…” bug should no longer display in dialog conversations.
  • AI lords should no longer spawn a script error if their party is not active when they decide to build improvements.
  • The readable and reference books that improve training will stack now.
  • New characters with the student background should only receive usable books now.
  • Tournament invitations should not be issued from towns with a host that is a prisoner.
  • When you abandon a tournament round early survivors should now get their 3 points.
  • The game shouldn’t hang up when turning down a mercenary contract offer as part of the “Mercenaries for Hire” quest.
  • Battle continuation should now function properly in sieges.
  • When a tournament round ends due to the stalemate timer the round’s points should now be transferred over to the total points.
  • Companion bodyguards will no longer try to rejoin your party when spoken to inside of an enterprise scene.
  • When completing the “Needs of Man” you’ll now be correctly informed that charisma is increased, not engineering.
  • Leaving the “key config setting” screen should no longer lead you back to PBOD’s old preference page.
  • Spears that were lacking an overhead swing animation should be fixed.
  • When returning to the initiating village during the quest “Sending Aid” the elder will no longer refer to the wrong elder’s name in his conversation.
  • The bodyguard limit option now works as described as opposed to 1 extra than set.
  • The weekly budget shouldn’t run out of display lines when  you have a lot of patrols or treasury allotments anymore.
  • When completing construction on a mercenary chapterhouse the town in which it is built should no longer be incorrectly listed as “building”.
  • When exchanging items with your companion via dialog this will no longer exit to another dialog topic by default.  It will go back to the main list of topics.
  • The dialog turn in for quest “Denounce Lord” will now list the correct lord’s name.

Conveniences:
  • A mod option has been added to manually set the minimum value for auto-loot pickup.
  • A mod option has been added to set & limit the functions of the party gaoler.  You can now elect to have them only store prisoners in your keeps, only sell prisoners to ransom brokers or perform both functions (default).
  • The option to recolor factions has now been made available at all times.  Previously it was only available if you were a ruler yourself.
  • The “show all items” report now displays prerequisites to use an item in its tooltip.
  • You now have an option in the camp menu to modify the backside color for heraldic armors to match their banner.

Game Balancing:
  • The starting weapon choices for several backgrounds have been modified.
  • The sluggish villagers sent to acquire tools during “A Craftsman’s Knowledge” have been whipped and told to speed it up.
  • Nissa will no longer complain about avoiding tournaments unless it is one you’ve been notified about via the Tournament Invitation quest.
  • Party size benefit to morale has been increased from +1 per 8 soldiers to +1 per 6 soldiers.
  • Maximum benefit from party size has been increased from +30 to +45.
  • Morale now constantly tries to move towards your “ideal” morale value daily.  This rate of change is directly impacted by your leadership skill.
 
Patch 0.15.9 - 6/6/13
Page 1 of 4
  • Save Game Compatibility: Maintained! (from v0.13+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)

Bug Fixes:
  • As a mercenary you should no longer have your army size, party unity, march unrest, march tolerance, desertion threshold, desertion chance or party morale adjusted by your employing faction’s settings.
  • Your castle steward should no longer send a messenger after you more than once a week.
  • Bandits should now properly spawn every time in Nissa’s quest Part II.
  • Nissa should no longer object to skipping out on a tournament at night.
  • When selecting to give up a fief with your minister there is an option to back out now.
  • Period of reconstruction & sanitation standards should properly enable and disable now.  They were getting mixed up before.
  • The tournament invitation quest should now be completed when visiting a tournament using the native tournaments.
  • Battle continuation should now work in bandit lairs.
  • Rescued prisoner lords should no longer switch sides and become your enemy.
  • Corrected an error where the native morale system’s factors were being calculated and compared against your current morale causing odd “recent events” values to occur.
  • When a quartermaster is reassigned and is currently reading a book this book will no longer be passed on to the new quartermaster.
  • The setting for troop prefixes now persists through save game reloads.
  • Post battle experience and cash will not be negated if you alter a companion’s auto-loot settings during the looting process.
  • Post battle loot will no longer be lost if you “search the player’s inventory” during the auto-loot process.  This search option is no longer visible unless you visit a companion’s auto-loot settings from the companion management menu.
  • The party size report no longer displays a negative policy factor as a +-# value.
  • The rare situation causing the game to lock up after a bandit ambush should no longer occur.
  • Regional patrols should always display a cost in the weekly budget now if applicable.
  • Merchants have been able to buy anything a quartermaster had available to sell even if they didn’t have the money to cover the purchase.  This has been corrected.

Conveniences:
  • Travelers may now be asked where the closest bookseller, ransom broker or minstrel is.
  • A new mod option has been added to allow an overview mini-map in combat displaying the location of troops similar to the one seen in the battle orders presentation.
  • The quest “escort caravan” given by guild masters now flags the caravan party as a quest party to it is easier to see.
  • The weekly budget report now displays the next pay date.
  • During the Nissa Part II & III quests you can back out of the match to wait for later.
  • When summoned by the marshal his location should now show in the pop-up menu.
  • Companions now have preset auto-loot system settings when new games are made.
  • Companions now have preset tournament system settings when new games are made.
  • The storekeeper’s shopping list is now preset to purchase every type of food except ones that rot to a limit of 4.

Game Balancing:
  • Peasant recruits may now be found in towns and castles in addition to villages.
  • The limit for determining peasant recruits available in a fief is based upon your relation with the fief, the fief’s prosperity and your faction settings for village recruits.
  • Mercenaries no longer receive a Right to Rule bonus for peace declarations.  Instead they receive a bonus payment.
  • Base contract payment for the player as a mercenary reduced from 75% to 60%.
  • Right to rule bonus from declaring peace for vassals has reduced from 3 to 2.
  • Right to rule bonus from declaring peace for rulers has increased from 3 to 4.
  • Village quests will no longer advance towards expiration if either the initiating village or target village is looted, being raided or infested with bandits.
  • Prisoners are now valued based upon their rating when sold.  For many prisoners this will be seen as a loss in sale price, but for higher tiered troops this will improve their price.
  • The Khergit Kharnate now receive a +100% bonus to mount production and +50% bonus to stable capacity within their centers due to their nomadic nature.
  • The maximum quantity per food type in the storekeeper configuration screen has been raised from 4 to 6.
  • Food stores will no longer be consumed when resting within fiefs that you own and are consumed at half the normal rate when visiting a town.
  • Not attending a tournament from the “tournament invitation” quest will no longer trigger objections from honest companions.
  • The town chosen to deliver an escorted caravan to should be more geographically reasonable and non-hostile.
  • The starting merchant’s initial request for gathering 5 men now counts your men regardless of if they’re wounded or not.
  • The base health regeneration for the player when defeating an enemy has been improved by 1%.
  • The limits for the Party Unity factor have been extended from +/- 40 to +/- 60.
  • Regional patrol maximum size increased from 50 to 60.
  • Some of the equipment given for starting options has been altered.
  • An entirely new system for setup for determining battlefield loot has been implemented.  The looting skill still ensures that you obtain more loot and of higher quality.

Appearance:
  • The background image for most menus and presentations has been changed to a more uniform light gray color.  This is to enhance readability and allow for presentations to be simpler appearing in nature without the need for background boxes to enhance legibility.
  • The map has had its borders expanded to allow for future additions.
  • Companions and lords will now remove any helmets when inside the castle scene.
  • Companions are listed as being from the same faction as the player in tournaments.
  • Visiting the arena master and participating in the practice arena now uses the same scene as the tournaments are set to use.
  • The trade ledger access menus are now disabled until you access prices at least once.

Renaming Centers:
  • You may now rename a center that you own or is part of a faction that you rule via the general information screen.
  • Whenever a center is reclaimed by the AI it will be reset to the original name and culture.
  • When a center is renamed any unique troops from that location may also adjust their name to match.

Center Management:
  • The “manage this center” menu in all centers has been replaced.
  • The Trainer skill has been turned into a personal skill with the effect of lowering the cost of training troops into new roles by 2% per point of trainer.  While not immediately beneficial for companions it provides the same bonus for them when promoted to vassal status.
  • Weekly wage calculation is now based on a troops rating & tier.


Recruitment Changes:
  • Troop trees have been completely removed.
  • The quest “raise troops” has been temporarily disabled.
  • The AI will now recruit troops using the same system that the player does.  They use a scripted priority to purchase the best troops they can reasonably afford based upon maintaining a predetermined cultural balance of types.
  • Recruiting from any castle or town allows full access to any troops of that faction type.
  • Recruiting from villages limits the available troop types to those within the tier limit for the village.
  • Villages no longer regain recruits whenever relation changes.
  • The “recruit volunteers” menu in villages has been disabled.
  • The option to recruit volunteers directly from the village elders has been disabled.
  • All centers gain fresh recruits weekly based on; prosperity, distance from their bound town (if a village), center type, owner’s renown, Captain of the Guard renown & persuasion (if assigned), game difficulty setting, domestic policies and royal decrees.
  • Veteran recruits may become available within castles or towns based upon:
    • Winning a tournament as a vassal or greater.
    • A weekly chance based upon your right to rule score as a ruler.
    • Successfully laying siege to a castle or town.
  • Mercenaries have been disabled within taverns.
  • Mercenaries may now be directly recruited from towns.  Having a mercenary chapterhouse is required to unlock higher level mercenaries.
  • Each center has a limited supply of mounted that are available for new soldiers being trained in cavalry duties.  These mounts are built up slowly over time based on improvements in the surrounding villages and faction bonuses.
  • Bandits may now be directly recruited from towns and villages if you have a negative honor value.  The bandits available are dependent upon the area.
 
Patch 0.15.9
Page 2 of 4
Center Improvements:
  • A new improvement interface has been built that is accessed within the “manage this center” menu option if you own the center.
  • All improvements are now built or repaired through this screen.
  • If you own the location you can elect to destroy currently built improvements.
  • Improvements now factor in your treasury assets when determining if you can afford to build one.
  • Altered Improvements:
    • Armoury - In addition to the normal benefit having an armoury now reduces the price of training new troops by 3%.
    • Training Grounds - The functionality of this improvement has changed to reduce the training price by 3%.  If you have a Captain of the Guard stationed at this location then this reduction is boosted to equal the Captain’s training skill for a -1% per skill point reduction.  The cost of this improvement has increased from 5000 to 7500 denars.
  • New Improvements:
    • Reinforced Walls - Reduces the chance of damage to improvements within a town or castle by 33% (stacks with the Fire Brigade).  Improvements within this location are immune to the chance of critical damage.  The time needed to siege a location is extended by 50%.
    • Fishery - Villages near a water source can now build fisheries that; improve the village’s weekly income, raises prosperity by 3, ensures the village elder regularly has fish in his inventory and that the price of fish purchased in this location is at a discount.
    • Stables - Building better lodging increases the capacity a center can have for unassigned mounts by 50%, reduces the cost for purchasing mounted troops by 25% (if you own the center) and even improves the availability of these mounts by 20%.  This improvement’s cost is variable for the size of location due to how many stables would need to be built and varies in upkeep.
    • Horse Ranch - Villages can double their growth rate for producing battle-capable horses and automatically supply a portion of their extra mounts to their bound town by building a ranch.  This costs roughly 150 denars per week in upkeep.

Combat Sprinting:
  • The player can now sprint for short distances in combat by using the left control key.
  • The AI can also sprint for short distances and do so depending on how close they are.
  • Sprint speed is determined by your agility attribute and athletics skill.
  • Sprint duration is determined by your strength attribute and athletics skill.
  • Once used the ability to sprint will go into cooldown based on how long you were sprinting and will force you to slow down for a short period.  This cooldown has a maximum limit of 30 seconds – 1 second per point of Athletics.
  • A mod option has been added to disable player & AI sprinting to improve CPU performance.
  • Yes, troops beginning a sprint are where you’re hearing those insults from.

Encumbrance:
  • A mod option has been added to enable or disable the encumbrance system.
  • This causes heroes to suffer penalties to athletics, shield, riding, horse archery and power draw based upon the total weight of that hero’s equipment.
  • The “Restrict to:” menu for auto-looting was designed for limiting your companions to staying within a certain encumbrance range.

Combat Hampering:
  • A mod option has been added to enable or disable the combat performance hampering system.  This setting is on by default.
  • As a troop, player or AI, takes damage the troop will become slower, deal less damage and become less accurate.


Rider Falling Damage:
  • A mod option has been added to enable or disable the damage received by riders when their mounts are killed.
  • Rider damage is increased by the speed of the mount at time of death and the total weight of the rider’s equipment.  It is reduced by the rider’s skill in riding.

Tournaments:
  • The total rounds per tournament have been reduced from 6 to 3.
  • Tournaments may only be entered three times during a single feast now.
  • During a feast the final cash reward for a tournament placement is reduced by 50%.
  • The maximum bet value for tournaments has been reduced from 200 to 150.
  • Reduced the maximum renown earned from tournament wins from 50 to 30.
  • The minimum performance requirement for tier 5 loot has increased slightly.
  • Falling in a round now reduces your performance score to 33% down from 50%.
  • Improved general performance of AI troops vs. each other.  (not vs. the player).
  • The damage for normal and enhanced tournament spears has been improved.

Troop Changes:
  • Added 17 new troops that are unique to their recruitment location.  A relation of 10+ is required with the center before they can be hired.
  • Unique troops from castles use their associated village for determining the relation requirement.
  • Unique troops are denoted with a golden name in the recruitment screen.
  • All unique troops have been given special abilities described below.
  • Most lords have had an increase in their base strength to accommodate the new armor requirements.
 
Patch 0.15.9
Page 3 of 4
Troop Abilities:
                                                       
EnduranceCombat (self, ability)
This unit can sprint for twice as long, but does so at a slower pace.  (-50% speed increase)
InspiringMap (party, stacking effect)
This unit improves the morale of the player party by 2.  Companions add +1 per 2 points of Leadership. (Limit: +15)
Tax CollectorGarrison (city, stacking effect)
This unit reduces the tax inefficiency of this location by 4% per unit stationed in the garrison.  (Limit: -25%).  A castle steward must be assigned for the effect to function.
Commanding PresenceCombat (party, non-stacking effect)
Improves the health regeneration factor of nearby troops by 2% + 1% for every 2 points of leadership the troop has.  This health regeneration effect is received when the nearby troop kills or wounds an opponent.
HardyCombat (self, non-stacking effect)
This troop’s health regeneration factor is improved by 1% per point of Ironflesh.  This effect is limited to 5% for heroes.  This health regeneration effect is received when you kill or wound an opponent.
Agile RiderCombat (self, ability)
This troop takes no falling damage when their mount is killed.
SprinterCombat (self, ability)
This troop can sprint 50% faster, but tires quicker. (-25% duration)
DedicatedMap (party, non-stacking effect)
This troop is one stage better for party unity calculations than it should be.  Mercenary -> Non-Faction -> Faction.
DevotedMap (self, non-stacking effect)
This troop accepts half the normal wages expected.
LoyalMap (self, non-stacking effect)
This troop sees party morale as 20 higher than it actually is when deciding to desert.
HunterMap (party, stacking effect)
This troop reduces the need to consume food stores by hunting in the local area.  Success of the effect is dependent upon the geographical location.
Companions with this ability count as a single hunter, but increase the chance of a successful hunt by additional 3-9% per point of Tracking based on the current terrain.
BerserkerCombat (self, non-stacking effect)
This troop gains an additional 7% health for each point of Ironflesh when entering combat due to their frenzied state.  Troops under this effect will ignore the benefit of a Volley Commander, Tactician or Sharpshooter.
Boundless EnduranceCombat (self, ability)
This troop can sprint 50% faster and do so for twice as long.
Heroes with this ability are twice as resistant to movement speed reducing effects.
TacticianCombat (party, non-stacking effect)
This troop improves the damage of nearby troops by 3% for each point of Tactics.
TrailblazerMap (party, stacking effect)
This troop raises the party leader’s Path-finding by 1 per 5 troops.  (Max: +3)
BloodlustCombat (self, non-stacking effect)
This troop gains +20% damage and -10% accuracy.  For each 1% of health lost the frenzied troop gains 1% damage (Max: +25%) and loses 0.5% accuracy (Max: -30%).  Troops under this effect will ignore the benefit of a Volley Commander, Tactician or Sharpshooter.
FortitudeCombat (self, non-stacking effect)
This troop is resistant to the effects of combat performance hampering from damage taken.  Health is considered 30% higher than it actually is.
Volley CommanderCombat (party, non-stacking effect)
This troop improves the accuracy rating of nearby troops by 8 for each point of Tactics.
SharpshooterCombat (self, non-stacking effect)
This troop gains an additional 20% + 4% accuracy rating for each point of Weapon Master.
Quick StudyMap (self, non-stacking, companion-only effect)
This troop is unusually sharp witted and picks up tasks at a quicker rate than his fellow soldier.  When assigned to a party role this character gains bonus experience equal to 1% per 2 points of Intelligence in addition to the normal bonus experience earned.
This troop also reads books at a much faster rate where their intelligence is calculated as 10 points higher than it is for determining reading speed.
Watchful EyeMap (party, stacking effect)
This troop makes for an excellent prisoner guard and extends the party’s prisoner capacity by 2 for each troop with this ability. (Limit: +20)
Companions with this ability extend capacity by 3 per point of Prisoner Management. (Limit: +25 additional)
AdministratorAdvisor (party, stacking, companion-only effect)
When assigned as Castle Steward, this troop…
• Improves trade income by 1% per point of Trade.
• Raises the center’s chance of gaining +1 relation per week by 1% per point of Leadership.
• Reduces the center’s tax inefficiency by 1% per point of Intelligence.
When assigned as Captain of the Guard, this troop…
• Increases the size of regional patrols from this center by 4 per point of Leadership.
• Reduces the cost of training troops at this center by 1% per point of Training.
Engineer
2 Effects
Combat (self, stacking, companion-only effect)
This troop gains 3% damage and 2% accuracy for each point of Weapon Master when wielding a crossbow.
Advisor (party, stacking, companion-only effect)
When assigned as Castle Steward, this troop…
• Reduces the time required to build improvements by 2% per point of Engineering.
• At Engineering of 4+ this effect extends to all villages bound to this center.
• Reduces the cost required to build improvements by 2% per point of Trade.
Siege GeneralAdvisor (party, stacking, companion-only effect)
When assigned as Captain of the Guard, this troop…
• This troop applies the Volley Captain effect to all troops defending the keep during a siege.
• This troop applies the Tactician effect to all troops defending the keep during a siege.
• This troop applies the Commanding Presence effect to all troops defending the keep during a siege.
• This companion is always captured should the keep fall.
Master BowmanCombat (self, stacking effect)
This troop gains an additional 8% + 2% damage for each point of Weapon Master when wielding a bow.
EfficientAdvisor (party, stacking, companion-only effect)
When assigned as Castle Steward, this troop…
• Reduces the wage cost of garrisoned troops by 1% per point of Intelligence.
• Reduces the cost of regional patrols by 2% per point of Leadership.  This bonus stacks with any applicable Captain of the Guard effect of a similar nature.
• Reduces the center’s tax inefficiency by 1% per 2 points of Intelligence.
ChefParty Role (party, non-stacking, companion-only effect)
When assigned as Storekeeper, this troop…
• Improves the number of soldiers the same amount of food can feed by 25%.
• The morale bonus for food is improved by 2.5% per point of Trade.  This troop knows where to acquire the best spices to make even leather palatable.
Useful ContactsParty Role (party, non-stacking, companion-only effect)
When assigned as Gaoler, this troop…
• Can always find someone to purchase prisoners in a town regardless of if a ransom broker is present or not.
• Will increase the sale price of prisoners by 4% per point of either Persuasion or Trade.
When assigned as Quartermaster, this troop…
• Can always find someone to sell items to regardless of how much money merchants have.
When assigned as Storekeeper, this troop…
• Purchases food at a reduced cost of 4% per point of Trade.
BlademasterCombat (self, stacking effect)
This troop gains an additional 2% damage for each point of Weapon Master when wielding a melee cutting weapon.
CargomasterParty Role (party, non-stacking, companion-only effect)
When assigned as Quartermaster, this troop…
• This companion can generally find someone to sell items to.  Merchants will generally have 5% more gold on hand per point of Trade.
• This troop receives a 3% bonus to selling price per point of Persuasion when selling things to a merchant.
Graceful RiderCombat (self, ability)
This troop has a chance to ignore extra damage dealt by pikes equal to the horse’s maneuverability + 3% per point of Riding.
Useful ContactsA companion with this ability grants the following bonus based upon party assignment.
• Gaoler – He can always find someone to purchase prisoners in a town regardless of if a ransom broker is present or not.
• Gaoler – Will increase the sale price of prisoners by 4% per point of either Persuasion or Trade.
• Quartermaster – He can always find someone to sell items t regardless of how much money merchants have.
• Storekeeper – Purchases food at a reduced cost of 4% per point of trade.
Supply RunnerEach troop with this ability restocks the quivers of ranged attackers within your army.  Each troop can restock 3 archers per minute.  A companion with this ability can restock one additional ranged attacker per minute per point of Inventory Management and Athletics.  Each skill is required for each additional restocking. (Limit: +5 additional ranged attackers)
ScavengerEach troop with this ability applies a small bonus to how much loot is found on the battlefield and improves its quality.  A companion with this ability applies the same bonus as an individual troop per point of Looting.

Troop Prerequisites:
  • With the change to recruitment comes a new system for determine what type of troop can be hired at a location.  The following prerequisites are individually assigned to troops and determine if one shows up in the recruitment list at all or if they are simply disabled from recruiting.
                                                       
MountedThis unit requires a mount resource to be trained.
PeasantThis unit requires a peasant recruit to be trained.
VeteranThis unit requires a veteran recruit to be trained.
MercenaryThis unit requires a mercenary recruit to be trained.
Unique LocationThis unit may only be purchased in a specific center.
Unique troops always require a minimum relation of 10+.
These troops have their name in gold in the recruitment list.
Elite MercenaryThis unit requires a Mercenary Chapterhouse to be built in the location.
Owner OnlyThis unit may only be purchased in a location if the buyer owns the fief.
FriendThis unit requires you have a relation with their center of 10+.
AllyThis unit requires you have a relation with their center of 25+.
DishonorableThis unit requires you have a negative honor.
AffiliatedThis unit requires that you belong to the prerequisite faction.
These troops have their name in blue in the recruitment list.
 
Patch 0.15.9
Page 4 of 4
Item Changes:
  • Added 3 new specialty books.
  • 68 new styles of helmet have been added.
  • 68 new styles of armor have been added.
  • 6 new styles of boots have been added.
  • 2 new styles of gauntlets have been added.
  • 35 new weapons have been added.
  • Bodkin arrows have had their base damage increased from 3 to 4.
  • Barbed arrows have had their base damage increased from 2 to 4.
  • Barbed arrows now deal cutting damage.
  • Standard arrows are now called broadhead arrows and deal cutting damage.
  • Damage type is now determined by missile damage vs. ranged weapon damage.
  • The strength, power draw, power throw and riding requirements for most items have been increased to give intermediate items more usefulness and provide a better progression of gear vs. being able to simply wear the best armor immediately.

Included Mods:

Removed Mods:
  • Dynamic Troop Trees.  With the removal of all troop trees from the game this mod is no longer relevant.  It has been left within the mod’s code to facilitate maintaining save games.
  • Garrison Training.  This feature has been disabled until it can be redesigned.
  • Garrison Recruitment.  This feature has been disabled until it can be redesigned.  It is naturally occurring in every center on a weekly basis with v0.15 except instead of adding these troops to your garrison they’re being added to the available recruit pool.
 
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