Credits/thanks:
Brytenwalda team and their contributors
Brujoloco and his contributors
Caba 'drin
jacobhinds
Somebody
Right, this isn't an official Brytenwalda Repolished release, but Brujoloco hasn't been around in a wee while and I'd like to get some feedback on my changes/fixes in preparation for his next release.
Some elements will be save-compatible with old saves, though you
might get a few weird messages/mixed banners (let me know), but I didn't get any. Some things you'll have to wait a week or so to appear, some new location and party icons you will see. Looking at Brujoloco's to-do list it's mostly graphical/scene stuff, so I believe saves created while using this submod won't have much trouble after next release (
still, no guarantees though).
Download link:
https://drive.google.com/file/d/0B8U2USv1xC70a2xCRE9xc29PSEk/view?usp=sharing
file re-uploaded 31/5/18
To install first make a backup of your map_icons, menus, parties, party_templates, scripts, simple_triggers and triggers .txt files. Then make a backup of animals and iconos1 .brf files in your resource folder. Unzip (using 7zip program if you have trouble) then place my submod folder's contents in the module folder, overwriting and merging. REMEMBER THIS IS FOR REPOLISHED 1.05 ONLY.
07/01/2015 Changes
-Village garrisons should now fill with low level faction troops. These will only be slightly tougher than the farmers, but there's a small chance they'll also get middle or high ranking troops too. This is to balance out the reduced risk from being able to run away while raiding, and also to make raiding more varied and exciting. If you're using an old save then the farmers will probably have to be killed in battle before they're replaced.
-Pirate ship spawn points have been moved closer to the coast. This should mean they have a greater chance of interacting with the player and other parties. Unlikely to take effect in old saves.
-East Seaxna faction should now use small numbers of Fresena troops. In old saves this will take a little while to become noticable.
-Updated collison meshes of various trees that were causing invisible barriers, resized some small rocks that were actually large rocks and messing up pathing in villages.
-Updated westerham and a few other villages/scenes with cosmetic tweaks.
Changes
-Bandit Merchant: If you have -10 honour then you can access the brigand merchant at bandit-lairs/raider-landings. He restocks with money and lower quality goods of all types once a week. One inventory is shared by all lairs.
-Raiding: Integrated Caba 'drin's moving while raiding script. Now while raiding a village you can move around close to it without breaking the raid, acess inventory etc and choose to leave early if you want.
-New party icons for lords, peasants, caravans and sea-raiders. Most wildlife uses a deer icon rather than a cattle one now, though the animation is currently just leg-twitching, will hopefully update this later.
-New icons for some towns, castles, villages and the lair. Slightly tweaked textures for some existing ones.
-Map changes: Pen Rhionydd has been moved east so it's accessible, Duin Chuil has been moved slightly for aesthetic reasons. Various castles have more appropriate icons, and the Cave and Salinae locations now use a cave icon.
-New texture and updated brf for grazing sheep model (found in your lair).
Bugs: I've done some testing and hopefully there are none, but if you start a new game and still get weird mesages/mixed banners/wacky icons then please let me know. Or anything else related to my changes. I may have forgotten to change something back during my hamfisted code-wrestling.
Future plans:
see if I can put Cabadrin's moving while sieging scripts in, don't know how it would react to Brytenwalda's complex siege system though. Ok, I do know: badly.
Attempt to allow equipment looting in village fights. Attempt.
More map icons.
Deer icon animation.
Update the round hut roof texture if I can get it to stop going invisible in game: