Native Expansion v .586 for Mount & Blade (NOT WARBAND!). Download details.

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The Mercenary

Grandmaster Knight
FEATURES:
-Kingdom Management, with 4 special advisors to help you keep track of finances, identify weak enemy targets etc.
-Almost 100 new units.
-Most units have gotten stronger.
-Looters replaced by war parties, which are fairly powerful - 30-40 mercenaries.
-Mercenaries are very strong, but kingdom troops tend to beat them.
-Kingdom troops gain a strength boost.
-Lords and Kings are extremely strong.
-Dozens of new items.
-Troops are equipped with these new items.
-Dark Knight Invasion

There is a detailed list of 84 (yes, eighty-four) new features a few posts below. Read this to make the most of your game.


5 July 2010 - Version 0.586 has been released:

This version includes:

Tempered's Entrenchment Kit - allows you to camp and entrench your troops. See here for detailed list of features: http://forums.taleworlds.com/index.php/topic,81249.0.html
dstemmer's Command Cursor minimod has been incorporated. Now you can direct your troops more easily. A godsend in sieges. See here for features: http://forums.taleworlds.com/index.php/topic,63370.0.html
Assassins! Tired of getting ambushed by boring old bandits? Now other lords will hire assassins from time to time. As you gain power, tougher assassins will be sent after you.
In the spirit of retaliation, you may also send assassins after other lords.
You'll also be able to hire mercenaries to hunt lords down and annihilate their armies.
Lots of beautiful new horses for the aspiring noble.
New weapons, including maces, morningstars and lances.
A travelling minstrel, who will commemorate your great deeds through song.
Dark Knights have been given a buff and are no longer a pushover; they are more agressive and you'll need tenacity and leadership to overcome them.
New armours for the DKs.
Special weapons have been rebalanced, so it's no longer a chore to wield the Nordhammer and others.
Some bugs fixed, etc.

How to install Native Expansion

Download the Native Expansion v0.586 pack you find here.  http://www.mbrepository.com/file.php?id=1730


Download the siege add-on pack. (This is optional but highly recommended.) http://sami.is.free.fr/datas/temp/Native%20Expansion%20Siege%20Add-on.zip Save the file to your PC hard drive and extract to the Native Expansion v0.586 folder, selecting Overwrite All.


You've downloaded a 7-zip file, which are compressed archive files. You'll need WinRAR or 7-Zip to extract the files.

Extract the Native Expansion files to the Modules folder in your Mount and Blade folder. A Native Expansion folder will be created automatically.


Then you can install the siege pack if you want as well. Just unzip to the Native Expansion folder and select Overwrite. Then you can select Native Expansion from the list of mods in the startup window of Mount & Blade. (N.B. If this is too hard, get a grown up to help you.)

The Native Expansion screen will say Native Expansion v0.586. If you see this, everything's in order. Enjoy the game!

Note: This version is not compatible with previous saves from the previous version of the game.


Optional Extras:



Having trouble with RAR files?  Try out the following links:
http://www.7-zip.org/
http://www.rarlab.com/

For 1.011 - Version .584 is here, if you want to play:
http://www.mbrepository.com/file.php?id=904
And you'll need this patch: http://www.mbrepository.com/file.php?id=1201


FOR 1.003 ONLY (Old and outdated version of this mod)
http://www.filefactory.com/file/93c164/n/Native_Expansion_zip

http://rapidshare.com/files/155923297/Native_Expansion.7z


 
All credits below.

Here's a quick tutorial on what key presses do to interact with these additions.  Note they only come into play when in standard field and siege combat.  You won't see them when fighting peasants after collecting taxes or raiding their village or any of the other special combats that can pop up throughout the game.

2 - infantry only
3 - archers only
4 - cavalry only

j - Form Ranks
p - Form a Line
k - Form a Wedge
u - Remove Formations

t - Display coherence (morale and effectiveness) of both sides

h- Displays an onscreen arrow, which you can move around the map to deploy your troops much easier

CAREFUL WITH THE Y AND V KEYS!
y - Rally your men when morale is low (Costs experience)
v - Call for reinforcements earlier than the system would give them normally (Also costs experience)

If you kill a lot of enemies the morale gets boosted, and yes, if the morale of either side drops too low there's a good chance they'll "flee in terror" which means unless they're surrounded you'll have to chase them down.  For enemies on horseback this can be a pain if you're not good at mounted archery.

To brace a spear, hit the b key while having a braceable spear equipped.  It only works in some battles, like open field combat.

To call your mount hit the m key, if it's still alive it'll trot over to you.  Obviously, this is only available if you had a horse at the start of the battle and if horses are allowed in the battle.

Once you're knocked out, if the battle doesn't end hit the jump key to release the camera and take a look around the field.  Hit tab to bring up the option to end the battle.
 
CREDITS

Native Expansion was created by Merc and Jinnai, with the help of:

Credit to Mirathei for the formations, and Chel for battle morale. Credit to Mirathei for his shield bash. Also, credit to maw, TheMageLord, and many other people for models and tips. Also thanks to everyone who contributed to the OSPs.

Version 0.585 credits go to the following talented individuals, who we leant heavily on for the update:

faradon for his Smithy
dejawolf for his Viking Model Pack and Medieval Helmet Pack
dariel for the Indo-Persian Armor Pack
AlphaDelta for his Viking Pack
Wei Xiadi for his Armour Project
amade for his great pigface and sallete helmet textures.
Wellenbrecher for his armour textures (If anyone wants to use the stuff he made, feel free to do so. Just leave a little note who made it) and troop & item organisation.
Pellagus for his unique items and quests.
Josef for his quests. All the Native Expansion board for quest ideas, bug reports and suggestions. 

Version 0.586 Credits
dstemmer for Command Cursor Mini Mod
Tempered for Entrenchment Kit
kt0 for his Autoresolve Code
Lav & daumor for organisation and ideas
Josef for coding
Pellagus for all the awesome new modelling, texturing, artwork


If we added your stuff and somehow forgot to mention you, shoot us a PM. You will be added as fast as possible.
 
Detailed List of Features
In no particular order.
1 - Massive number of new and rebalanced troops

2 - Large number of new items to go with those troops

3 - Kingdoms renamed, Lords boosted, and Kings made far stronger.  They are extremely deadly on the field of battle.

4 - Mercenary bands now roam the countryside.  They're quite tough, but excellent source of loot and money for the experienced commander.

5 - Troop Formation system has been implemented.

6 - Troop Morale system has been implemented.  A slight modification has been made as of v0.516.  When a reinforcement wave arrives a fleeing army will rally and a commander's tactics and leadership skills will reduce the chances of their army fleeing in terror.  This works for both the player and the AI, so be careful of monarch led armies, chances are they will never flee in terror.  As of v0.530 you can turn off the morale system from the camp menu and troops will never flee.

7 - On the battle map a white dot will mark the location of your inventory chest

8 - Modified Shield Bash code has been implemented (Hold defend and click attack while a shield is in hand.)

9 - Spear Wall ability has been added.  When on foot and with a spear type weapon equipped hit b to brace the weapon on the ground.  Any cavalry charge against a braced spear will suffer horrible damage usually resulting in the death of the horse.  While braced you cannot move, attack, or defend, doing so will release the brace.  Troops that are also on foot and armed with a similar weapon will also periodically move into a spear wall stance if they have been given the Hold Position or Stand Your Ground orders. Added in version 0.520: Damage from the spearwall is now based on the speed of the horse.  If the horse is going slow enough it will take no damage at all.

10 - Default player kingdom name has been changed from "<Faction> Rebels" to "Kingdom of <Player Name>".  However, this is customizable.  Set your player name to what you want your kingdom name to be, and then choose the change kingdom name option under the kingdom management menu in any town you own. 

For example: (thanks Wellen!)

        Let's work this through with.. ehm.. a char named "Kordian" and "Dukedom of Carpi"
        1) press C

        2) change the name of your char "Kordian" to "Dukedom of Carpi"

        3) go to your town

        4) select the "Manage Kingdom" menu, select "Change your Kingdom's name" (or whatever the correct names of the sub menus are, I'm sure you can find them anyway :razz: )

        5) Select the second option ("Current name of the player" or something similar)

        6) Leave the city, press C and rename your char to "Kordian" again

        7) Behold the "Dukedom of Carpi" ruled by "Kordian"


11 - Towns and castles owned by the player will now periodically gain and train troops into their garrison exactly the same as with NPC owned towns.

12 - Lords will now join the player's kingdom.  But there's a catch.  Lords will not join some upstart they hardly know.  To have them join you must prove yourself in battle by defeating their kingdom.  Shortly after a kingdom is completely defeated (you'll get a big notice telling you this has happened) the lords will move to kingdoms that still exist.  A large number of them will move to follow the player.  They will ride around and behave like normal lords including attacking and pillaging.  The only difference is they will not own any land themselves.

13 - Lords can be looted after a battle.  This means, in theory, it is possible to get the unique weapons off the kings if you manage to defeat them.  A higher looting skill will improve your chances of this.

14 - Prisoners now have variable value to the Ransom Broker.  The higher the level of the prisoner, the more they're worth.

15 - Some normal troops now have party skills, having them with you can provide bonuses to some of your skills.  We aren't going to give a full list, try to find them yourselves.

 
New features!

16 - Player owned kingdoms have the possibility of making peace with kingdoms they haven't angered too badly.  But it'll cost them.

And some other things I can't remember...
 
Updated today.

17 - New parties. Fear the new Kingdom Patrols, led by elite troops, and the holy Crusaders, rugged Ivory Guards, massive Hordes, vicious Berserkers, and noble Councilmen.

18 - Troops can be conscripted from villages if the proper conditions are met.  Look under the "take a hostile action" menu, because they don't like being conscripted.

19 - Mills give their bonus every 2 weeks rather than only when their construction is finished.
 
20 - Players can collect all the taxes for their kingdom at once by visiting a town.  If the player owns no towns they must still visit all the villages and castles individually.
 
21 - If a player owns their own kingdom you can ask your companions to start raiding parties of their own.  The companions will behave exactly as lords except the player can both give and take troops from them.  As of version 0.524 due to a limitation in the game itself the player cannot attempt to manage companion troops while they are in a town or castle.  To manage a companion's troops have them leave the town first.  As of version 0.526 you can modify a companion's equipment and skills without having them leave their raiding party.

22 - If you have defeated an enemy kingdom and have lots of captured enemy lords on your hands you can either wait for their ransom or try to convince them to join your faction.  To try to convince them you need to have them rotting in a town or castle's prison.  Go visit them in the dungeon and give them your ultimatum.  The higher your persuasion and the more they like you the better the chance of them joining you.  However, if you're very persuasive and they really don't like you it may be difficult to actually get them to follow your orders once they've changed sides.
 
23 - Player party size increased.  Leadership now gives 10 slots per point.

24 - Prisoner Management doubled to 10 per point.

25 - Wine and ale are now consumables.

26 - While building a siege tower or ladder to take a town or castle the player can now access the inventory and party screens.

27 - Persuasion is now Charisma based instead of Intelligence.

28 - Player kingdoms will now generate caravans as often as AI kingdoms.

29 - Cattle have a slightly higher growth rate.

30 - Tournament betting amounts increased fivefold as of version 0.530. 
 
31 - The player can change the kingdom color from the kingdom management menu option in towns that they own.

32 - Looting system completely rewritten from scratch.  The looting skill is worth something now and you will notice this immediately.  If you have 0 looting you will have a hard time getting enough loot to upkeep a decent sized army.  If you have 10 looting then money will never be a problem for you again so long as you keep killing things.  The party looting skill is still used for looting village, etc.  However, only the player's skill is used to determine what loot is available to a player after a battle.  The companions with looting skill have sold all the loot they found for more money for themselves.  They are mercenaries, are they not?  As of version 0.530 you can turn this off and go back to the classic Native looting system.

33 - You can talk to village elders and guild masters from the menu upon entering the town or village.
 
34 - From the camp menu you can choose which loot system to use and if the fleeing in terror aspect of the morale system will be used.  By default it uses the new loot system and they can flee.

35 - Nine new buildings added:
  • Cattle Ranch - Increases growth rate of cattle and guarantees the village will never suffer a famine killing all their cattle.
  • Palisade - Increases the time taken to loot the village.
  • Horse Ranch - Expensive, but it increases the prosperity of the village and allows the player to buy a random quality horse every few days for only 500 denars.
  • Distillery - Slowly increases the prosperity of the village and guarantees ale and wine are available for purchase from the elder.
  • Caltrops - Removes ALL horses from defending or attacking a village.
  • Caravan Escort Outpost - Any caravan leaving a town with one of these will have extra mercenaries added for defense, unless they have kingdom troops defending them already.
  • Bookstore - Adds a random selection of books to the goods merchant in town.
  • Festival Square - Increases the loyalty of the town monthly and increases the morale of the player's party for every 24 consecutive hours rested in town.
  • Blacksmith Forge - Automatically refills all defender ammo in a town or castle siege every 60 seconds.  Will possibly be used for other things in the future.

36 - You can award fiefs to lords who choose to follow you from the Kingdom Management menu in any town you own.  In fact you will HAVE to award them if you want to keep them happy once your kingdom becomes large enough.  As of version 0.544 you can award fiefs to companions at least level 20.

37 - Faction monarchs are now often accompanied by contingents of elite guard.  Even an experienced army may have a hard time with them.

38 - Building construction time was reduced to 1/3 the normal amount

39 - The information for lords serving the player's kingdom will always be up to date in the notes screen, so you will always know where they are.

Other things I can't remember at the moment...
 
40 - Players can recruit lords without lands that are on friendly terms with the player to their kingdom by bribing them with a castle or town (they choose the castle or town.)

41 - You can ask for lands back from the lord.  Be careful, he will either agree or he will take his land and leave for a different faction similar to when the player refuses to give up captured land.  To ask for it back you must visit the lord in person.  Such matters are best discussed in person, after all.

42 - Taking a castle or town in battle now causes a negative relation with the previous owner.  This is to help balance how easy it is to recruit defeated faction lords.

43 - Individual villages can be awarded to lords by visiting that village personally.  If the town or castle the village is attached to changes hands the village will change as well.

44 - The capital system has been implemented.  If the player kingdom owns anything better than a single castle then you will need a capital town.  If you do not own a town then the player will be considered the capital.  This is a bad thing, as will be described below.  If the player owns a town and no capital is selected the game will pick one for the player after a few hours.  Once moved a capital cannot be moved to a new town for a week.

45 - The capital extends a radius of influence about the town (or player if there currently is no capital town.)  Within this influence no villages will rebel.  Outside this influence towns and villages will slowly decide they no longer need to follow the player and might rebel.  If the center has a 20 or higher relation with the player they will not slide into rebellion.  If the village or town is awarded to a lord then the lord will direct their influence on the populace and keep them in line assuring they never rebel.  On average a town can be outside the player influence for about 45-50 days before they will rebel.  If the player does not have a capital this makes it difficult to go off raiding for extended periods without leaving your lands in the hands of your lords.  And without a capital town it is impossible to assign fiefs to lords other than villages unless you bribe the lord to join you.  As of version 0.540 the radius of the capital's influence was doubled.

46 - To assist in keeping an eye on a player's potentially rebellious lands a civics adviser can be hired from the kingdom management menu.  Once hired he will appear in the capital's castle and will let the player know not only which centers could potentially rebel, but how close to rebellion they currently are.
 
47 - New game setting switches were added to the game settings menu, accessed by camping.  New switches toggle companion personality clashes, the shield bash system, the spear wall system, if towns and villages can rebel or not, and if lords can rebel or not.

48 - A new adviser was added to the list of ones you can buy for your kingdom.  The Chamberlain tracks your income and expenses and lists them for the current month and the previous month.  It doesn't really do much for the game other than provide interesting statistics, so he's relatively cheap to hire.

49 - Lords can now rebel.  The player needs to get within a certain distance of the lord (it's pretty large, the typical distance between a town and the 2nd closest castle) once per week or the lord will think he's not being watched.  If the lord likes the player enough (depending on his personality type) nothing happens.  If he doesn't like the player then his relation to the player drops.  If it gets low enough he will rebel.  If his old faction still exists he simply goes back to that faction.  If it has been defeated he will find, or free, his old monarch and reestablish the old faction.  This can be extremely problematic because ALL lords in the game that came from that faction have a chance of joining the rebellion and moving back to the old faction.

50 - Captive lords may now request to duel the player for their freedom.  It happens randomly any time the player visits a town they own with a captured lord either in their party or the town's dungeon.  If the lord wins they are set free.  If the lord loses they will not ask to duel again unless they manage to escape and are captured again.  The player may decline, but will lose honor.

51 - You can declare war on any faction from the kingdom management menu.

52 - You can ask another faction's monarch to go to war with a faction you are currently at war with.  If they agree it will be very expensive, but you'll have another kingdom facing down your enemy.

53 - This is more a feature for the developers than the users.  Since we're tired of seeing so many people get errors with incompatible save games there is now a check in the game itself.  It will attempt to determine the version your saved game was created with and compare it to compatible versions.  If the save is determined to be corrupt or from an incompatible version it will let you know.  Constantly.

In addition, the old town rebellion system was considerably changed.  The radius of influence around the capital was doubled.  As with the lords, if a population center has a high enough relation to the player they will never rebel.  The golden number is 20.  In addition, castles no longer rebel.  Villages now rebel.  If a village rebels it will switch to the outlaw faction so anyone can attempt to loot it.  If the player visits the town they can attempt to bring it back into submission by fighting the peasants and the bandits that have joined them.  If successful the village will once again belong to the player, but be very poor.  If a competing kingdom manages to loot the village it will become theirs.

I don't think I forgot anything...
 
54 - Companions of level 20 or higher can be granted fiefs.  They always give them back when asked for and they will never rebel from you.  However, if you give all your lands to companions and your lords have no lands, they will still ask for them and you will have none to give.  This means you will have a lot of angry lords who will quickly leave your kingdom.

55 - The Logistician adviser has been added.  He allows your kingdom to randomly generate patrols like the other kingdoms do.  If you have him hired, as well as a civics adviser, you can also talk to him about building upgrades in any of the centers in your kingdom.  You will also be notified in game of any buildings that finish construction in your kingdom, even if you don't own the castle/town/village yourself.

56 - In field battles you can whistle for your horse.  If you dismount and run around killing people hitting the 'm' key will cause your horse to come to you.  Of course, if your horse is dead or you never had one to begin with then nothing will happen.

57 - The Master Spy adviser has been added.  He will tell you which fiefless lords you might be able to bribe to join your kingdom, and he will tell you where the other monarchs are currently residing.  As a little bonus he can also tell you which of your enemies' castles or towns is least defended.

58 - A new building has been added.  The university.  This was recommended by bunduqdari and implemented almost exactly like his suggestion.  You can only ever build one.  And it must be in your capital.  If you change capitals then it stops working.  If you lose your capital with it in there, you better get it back and make it your capital again.  About every 2 weeks the university will have a breakthrough in research.  Which one is random, but the list includes: +1 pathfinding, +1 spotting, +1 surgery, +1 wound treatment, or +1 engineer to you and all lords/compansion.  In addition you could get the double speed siege tower, +2 battle advantage, or weapon repairing at a blacksmith breakthroughs.

This patch added more in a single patch than I think we've ever done before.  From a code standpoint at least.
Minor changes include:
chamberlains now tell you which lords you have visited recently
civics advisers now tell you which lords might rebel
castles can build blacksmiths
you can change your kingdom name in game
when a lord demands a fief your relation to him is shown
when trying to bribe a lord to join your faction he will tell you who currently controls the castle or town he is asking for
monarch elite bodyguards always move to the top of their armies now
the code to select the random castle for a bribery request has been rewritten and is far more random
 
Minor changes:
Weekly wages in the party screen includes troops in garrison too, and is accurate to what the player will owe.
A game setting switch has been added to allow the player to turn off lords asking for fiefs.
There is now a dialog option when you talk to a captured lord in your dungeon that you can simply let them go.
Caravans should reroute to new destinations if their target town comes under siege.
Increased how much surrounding villages affect the prosperity of castles and towns.  This means every 2 weeks you might see some spam messages about prosperity changes.
A new trade good, lumber, was added.  It might be needed for something in the future, maybe not.
Party morale penalties and sizes have been adjusted to allow for larger player parties.  If the player becomes monarch of their own kingdom the limits jump a LOT.
Player kingdom patrols are now based on the original faction of the capital.

59 - Many battles will now continue even after the player is knocked out.  Hit the jump key to start moving the camera around the map to get a better look at what's happening.  Use tab to leave the mission when you want to end it.  Attack and defend change the height of the camera, and the forward, back, left, right keys control it's position and look angle.  Hold shift to move faster.

60 - There is a possibility (based on the lord's personality) that the player will be allowed to go after being defeated, rather than taken prisoner.

61 - Lords of any faction can upgrade their own fiefs.  No longer will the player be the only person who actually begins construction projects.  They cannot build the special recruitment buildings nor the university.

62 - The troop trees have been juggled considerably.  All top tier troops cannot be upgraded to.  You must recruit them directly from special buildings.  The amount recruited is refreshed every week.  At the start of the game each faction's capital has one of these buildings and will supply troops to the lord that owns the town as well as the town garrison.  If a town has one of the special recruiting buildings another cannot be built there, it is limited to only one per town.  Each faction's type of building is limited to only 2 in the entire game.  This means the player can build ONE additional recruitment building in the town of their choice, but they are expensive and take a long time to build.

63 - Nobles have their own troop upgrade paths and can be recruited from towns if the player is a noble themself.  Nobles can only be recruited if the player is either a monarch or a vassal.  If you are a mercenary or unaligned you cannot recruit them.

64 - If you are a vassal of an existing kingdom and you take a town or castle you will receive a relation bonus with that faction now.

65 - If you are a vassal of an existing kingdom and you get a 50 or higher relation with them the monarch will reward you with a special item.

66 - If you are a monarch of your own kingdom and you own a town with a blacksmith forge, there is a good chance the blacksmiths will decide to forge a crown for you.

67 - Events are being added to the game for when the player is a monarch of their own kingdom.  Currently, rather than simply declaring war, a faction leader might instead decide to threaten the player with war if the player does not relinquish a town to them.  More events will be added in the future.

68 - A new food type has been added called hardtack.  It gives 0 morale boost, but it lasts a VERY long time.

69 - Similar factions can now group up in combat on the map screen.  But only units that makes sense to fight.  Passing villagers and caravans will not join most battles unless they are forced to.

70 - The player should now be able to give troops to the garrisons of towns and castles in their kingdom that they have awarded to their lords.  But you will not be able to take troops out of the garrisons.

71 - The player can now create customizable sparring matches between their own troops by visiting the arena master of any town.

72 - Long term wounding has been added.  If the player or a companion is knocked out in combat they will suffer a wound (-2) to one of their physical stats.  The wound will heal, but it will take time.  The player's wounds are listed in the player report, and the companion wounds are listed in the party morale report screen.  The wounding system can be turned off from the game settings menu (accessed by camping.)

73 - MAJOR CHANGE: After 150 days in game, a mysterious faction with incredibly powerful troops will invade Calradia from a random direction.  At first, only the kingdoms closest to them will bother to fight, but after a while, as their foothold grows, all kingdoms will come to realize this threat for what it is.  You can change when they will begin their invasion (including never) in the game settings menu (accessed by camping.)

74 - A road system has been half implemented.  I say half implemented because it is unfinished and will likely never BE finished.  It is off by default and can be turned on from the game settings menu.  If you decide to turn it on, you are in no danger of generating errors that will break your game.  However, as more and more roads are built your game may become so slow as to be unplayable.  Roads double the speed of all units on them.  To build a road you need to talk to your advisers in your capital and you can build roads between towns based on their trade routes.  Feel free to use it if you want, but please do not report any bugs with this system as it will never be finished due to the limitations of the game.  I just put enough effort into it I couldn't bring myself to remove what I had done.

75 - 20+ new quests. Talk to the guild master, lords, ladies and village elders to receive these quests. Also, there is a quest given by each faction leader which is rewarded with a unique new weapon. Talk to a king/queen when you reach level 10 to receive these quests. Be warned that these quests provide fairly stiff challenges.

76 - New item - Whiskey - which gives a +30 morale boost when in inventory, but reduces your pathfinding and spotting skills (because Pellagus says that whiskey often reduces his pathfinding and spotting skill). This item can only be gained through a quest.

77 - You can now turn off Formations in the Camp menu, which will assist with lag in wooded areas.

78 - Incorporated Tempered's Entrenchment kit. You need to have Tools in your inventory, and entrenchment time depends on your Engineering skill. Accessed through the Camp menu. You are now able to dig in and repel attackers.

79 - Command Cursor Minimod by dstemmer has been incorporated. Press H during any battle and you will be able to direct your troops to distant points on the map. This also allows you to move your troops around during sieges, even when you've been knocked out.

80 - Lots of new horses. Each faction has a specialty horse or two, generally allocated to Elite troops. All horses can be bought at the horse merchant.

81 - As well as bandits, you now have to deal with Assassins as you climb the ranks. If you hold no fiefs, you will be beneath notice, but as you rise in rank and power, other lords will take notice, and hire assassins to hunt you down. A successful assassin attack will leave you debilitated and bedridden for a period of time, which may have serious repercussions if it happens at a critical point in the game.

82 - You too can order Assassin attacks, if you are ruler of a Kingdom. Speak to your Spymaster, who will give you options to either 'assassinate' a lord, or attack a lord's troops. For assassinations, there's a 50% chance of success (after all, you will fight off your own attackers quite often), with various penalties for the lord. For attacks, the mercs you've hired will persevere until either they, or the lord's army, is wiped out.

83 - Dark Knights are more aggressive. A common complaint has been that once all the Calradian Nations have ganged up on them, the DKs are quickly wiped out. This will no longer happen, meaning the onus is on the player to defeat them. kt0's Autoresolve system has been modified slightly and applied to AI versus DK battles only, so as to give them a fighting chance.

84 - The travelling minstrel has been activated and is appearing at a tavern near you. He'll sing a song commemorating your achievements, if you ask him nicely.

Lots more changes which don't fully count as features - DK armour and horses has been buffed. More weapons have been added - lances, maces and morningstars - which, along with the new horses, provide everything the fledgling knight (or indeed, Nord headbanger) will need.
 
Version 0.560 and 0.570 were major bug fixes.  They were bound to happen with the amount we changed in 0.550....
It also adds a toggle to start the camera after being knocked out in battle.  Hit the jump key to start free motion on the camera.
 
Patch 0.580 is mainly some bug fixes.
I'm off the internet for about a month now due to work/moving/life/bad luck so there may or may not be any updates for quite a while. (He does the compiling, Python doesn't work for me :razz:)
 
Patch 0.582 is a bunch of troop stuff.

Khergits didn't make it in this time, I'm sorry! I'll make them a priority.

You'll be getting some stuff with Dark Knight infantry and some dedicated spear lines. Also Champion Huskarls and Obudshaers.
 
Patch 0.584 is more troop and item stuff.

Still working on getting python working, and the Khergits made it in! Yay!

Anyway, remarkably small amounts of stuff for a 2 month patch. :sad:
 
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