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Native Expansion v0.610b2 Patch Release Notes.
  • Eat more fruits, it's healthy. Olives, grapes and date fruit trade goods have received new images and their food amounts are now in 30-50 range, making them actually useful.
  • Bugfix - spontaneous keypresses. Fixed the issue of unassigned keys activating spontaneously in battle.
 
Native Expansion v0.610b3 Patch Release Notes.
  • Stop that construction. Players are now able to abort any construction project in their castles and towns.
  • Bugfix - renowned peasants. Peasants no longer require renown when renown requirement for nobles option is on.
  • Bugfix - infinite food. Sorting player's inventory in Overseer or when selling loot no longer replenishes food items.
  • Bugfix - second militia. Option to train militia is no longer available when militia is already present.
 
Native Expansion now on Nexus with Developer Snapshot!

You can now download Native Expansion from Nexus Mods. Steam release is currently being considered.

Also the first Development Snapshot, designated v0.620dev for now, is now available for download (see first post of this thread for details).

Native Expansion v0.620dev Developer Snapshot Release Notes.
  • Streamlined resources. Major work has been done on game graphical resources, getting rid of resource-hogging and deprecated stuff.
  • New items. Absolutely all game items have been rebalanced. Many old items with deprecated graphics have left the mod, and tons of new ones appeared.
  • Fixed troops. Many changes and tweaks to NE troops - play to find out for yourself.
  • Item variability. Many item modifiers have been enabled.
  • Various other improvements. Too many to list as there's not a single part of the game that hasn't been at least touched.
 
You can download Native Expansion .621 from the topic post of this thread. It is currently only available as a .zip.

Native Expansion v0.621 Release Notes:

* All changes from DEV snapshots included

Bugfixes:
* Autoresolve battle divide by zero script error fixed (By Lav, I think)
* Player-built winery would only build ale fixed
* Wineries and Breweries can now be built and produce correctly. A series of bugs preventing Wineries from being built or operating correctly have been fixed, letting the player sell or even stockpile wine for feasts or quests as desired.
* Breweries now consume grain instead of grapes, and have had the same bugfixes applied as to wineries, allowing them to function normally again
* A major bugfix with Cattle and Cattle Ranches. A Native bug meant the slot for cattle count in villages also overlapped the production slot for certain products. This caused weird issues with cattle in native. After an NE refactor that fixed the overlap, cattle were completely broken, and wouldn't respawn in villages nor be purchaseable. Additionally, the cattle ranch has done nothing, at least for a long time. Both of these bugs have been fixed. The Cattle Ranch will always add a small amount of cattle each week to a village, no matter what, and cattle will spawn normally once again.


Balance Changes:
* Villages will no longer raise a militia spontaneously if they are being looted or raided, or are recovering from being looted or raided.
* Villages will no longer raise a militia spontaneously unless they have at least 30 prosperity (so very unlikely after prolonged war, simulating losses)
* Villages with surplus cattle and sheep, in native, would always slaughter 10% of the herd silently. This still happens, but now, the village will gain a small amount of prosperity from this. This makes the cattle ranch a very solid investment, since with a high amount of cattle, it will ensure the village can engage in slaughter more frequently.
* Dark Knights can no longer invade before day 120 (day is randomly chosen from 120-200)
* Most Guild Master quests will offer substantially more denars as a reward, anywhere from x2 to more than x10 the former reward amount, to reflect the difficulty of the quests involved. Generally speaking, quests which have much tougher opponents (merc warband fights) or consume a large amount of time (escort cattle, escort caravan) will offer a reward substantial enough to make it worth the player's time.
* Mercenaries are now 2x more expensive than kingdom troops to upkeep, instead of 3x (Making Mercenaries cheaper). The high cost of Mercenaries wasn't justified by their fighting prowess. This should make fielding larger Merc armies more viable in the early game, but when you want truly huge armies, you will want to convert to kingdom regular troops.
* Manhunters are much better equipped now. See the "new stuff" below.
* Bandits have been somewhat rebalanced. See below.
* Village elder quest "Hunt down runaway bridge" now has a peaceful option. With at least 5 persuasion, you can persuade the village elder to let the woman go, without having to massacre the wedding party. You get a smaller reward, but you don't have to kill innocent serfs.
* Khergit forces have been nerfed a small amount. The Kharash and Archer lines can no longer receive warhorses, and are less likely to received armored variants of the courser or hunter. Lancers no longer are guaranteed a warhorse.
* Dark Knights soldiers have been *completely* rebalanced, from the ground up, with new stats, equipment, names and trees. Their troop tree is now fixed and follows other kingdom guidelines, starting from the "Converted Fanatic" unit. Their infantry line, the "Heretics", focus on two-handed weaponry, and carry javelins to help our during sieges. Their archer line, the "Merciless Slayers", are still very deadly at range, but much easier to kill if you can get close up. Their cavalary is now split into the non-noble (Chattel Knights) line and the noble (Silent Widows) line. The former are strictly heavy cav, and unhorsing them makes them much weaker. The latter are both heavy cav and use javelins as a backup, so don't think you can kite them. The Dark Knight elite units, the "Silent Priestess" and the "Chattel Blackguard", are still extremely tough to kill. The former is both top-tier heavy cav and has deadly aim with her javelins, and the Chattel Blackguard is unique amongst cav in that it becomes much *more* powerful if you manage to unhorse it, with a fast-swinging 2-handed blade and fast movement speed.

Overall, you will find the Dark Knights still fare about the same against the AI, but are quite a bit easier to fight against on the field. Their equipment is still top-notch and their soldiers are still top-notch, but they no longer now break any of the game's rules, and more traditional tactics will be *somewhat* more effective against them. Again, don't expect you can steamroll them or fight them completely in a traditional fashion. They are still very tough, and you WILL need to be ready to compensate for heavy losses when fighting them. It's just biiiit easier now.
* Forest Bandits, Sea Raiders, Mountain Bandits & Taiga Bandits have been rebalanced. They were too weak or too strong in a variety of ways. Forest Bandits, for instance, had no missile weapons at all, didn't carry shields or helmets, and were worth 200XP each. On top of that, they only carried a high-quality volgue. This mean a ranged army or a kiting player could kill hundreds of them without taking a single loss, but even an elite cav unit could easily get unhorsed and killed by a small pack. All of that and more has been corrected, with most bandits having at least some (weak) missile weapon, along with different tiers of bandits, and all bandits, just like all other troop trees, starting at a single unit. The "Looter" (now the 'Destitute Looter') can be upgraded to Forest, Sea, Taiga or Mountain Bandits, and each of those have 3 ranks, with the middle of the 3 representing about where the vanilla bandits were in terms of power. Overall, bandits are worth far less XP than before, but will still drop the same types of loot, and be a more balanced fight, but still one that any mid-level party or above should have no problem dealing with.

New Stuff:

* Manhunters, Village Militia and Caravan Guards have all been merged into a unified troop tree, and are available to hire or recruit. Similar to Mercenaries, they start from a peasant unit - the Militia unit - which villages can generate after they have a militia. Unlike Mercenaries, who abandoned their serf life for a life of combat, Militia and Manhunters fight with what little equipment and pay they receive, and as a result, tend to be weaker and very cheap to recruit (a mere 10% of the cost to hire vs mercs, and 65% of the cost to maintain compared to kingdom troops). Manhunters specialize in capturing prisoners alive, with maces, clubs, and joustin lances, Caravan Guards offer some light cavalary for skirmishing, and militia members provide infantry and ranged offense. You can find any or all of these soldiers mixed with Village Farmers, Manhunter patrols, Caravans, or even available for hire in taverns. Don't expect these guys to impress you - they aren't professional soldiers, they are fresh from the fields. However, they are extremely cheap, and are a very low-cost way to bring up an army for sheer numbers or for capturing prisoners alive, which Mahunters can now do very well. All top-end manhunters carry jousting lances as well, making capturing with them much easier. If you field Manhunter Cavalry now, expect them to actually survive more than being sneezed on.

* Villages with a militia that have their farmers ambushed will send militia protection along with their next supply run. This will only take effect if the village farmers are all captured or killed at some point, so you may not see militia escorts for villages in safe areas. In areas with a lot of bandit activitiy or areas subject to frequent raiding, expect to see many militia-equipped villages making an effort to protect their farmers. The number of escorts is kept small, to keep their land speed high, as the best fight is one they can avoid, and they will still always avoid a fight. But if they are forced to engage, especially against smaller bandit groups, they might actually have a chance of escaping alive to continue their trade run.

* With high enough persuasion, you can talk down the angry drunks in taverns without a fight (or requiring high renown)


Brutality Mode changes:
* Wage penalty for regular troops decreased from 50% to 25% (this means when in Brutality mode, your troops will be slightly cheaper than before)
* Companions know how important they are to you, and will command much higher wages now (3x)
* You may now join a kingdom as a vassal in brutality mode, but you cannot take territory as an independent and than ask to become a vassal (no more get out of war free card)
* There is no longer a skill check penalty to surgery or trainer in brutality mode
* Renown decays twice as fast compared to vanilla (1% per week)



 
  • NE .622 Release notes:


    This release focuses on new stuff, not so much bug fixes. Unfortunately, as often with my development model, I didn't try to maintain save compatibility with previous versions. You can always export/import your character, but I make no promises that this will work with old saves! The big change with this build is four castle-exclusive improvements, making castles far more useful to own.


    The release highlights for NE .622 are:

    Bugfixes:
    • The "Deliver Wine" quest at some point in the past was switched to delivering ale, but none of the quest text has changed. The quest text has changed - this quest now asks for the much more common Ale as an item
    • An invalid party ID error from the attrition script has maybe been fixed
    • At some point, throwing weapons had been removed from the Nord heavy skirmishing units, making them nearly useless. This includes the Lithman, Viking, & Valkyrie. These have all been fixed, and these units should be far more effective than before.



    Balance Changes:
    • Mercenary troops are in general a bit more powerful, especially at the high end. Mercenaries cost 2x more than kingdom troops to keep, and mounted mercenaries are very expensive indeed. Though the high cost remains, they should now feel more worth the cost.
    • Female Mercenaries are half the cost of Male mercenaries, representing their less useful nature and origin from Peasant Women. On the Male side, you have the highly effective Merc Cav (heavy cav), Sniper (heavy crossbow), and two-handed melee (heavy siege unit), all of which are useful in most fights. The Female side is more specialized, with the Shield Maiden (Skirmish Cav), Archers (long bows), and Pike Sisters (infantry polearms). These are more specialized units, which aren't as useful as a one size fits all approach, and not as effective in 1v1 combat. They are now cheaper to reflect this.
    • Dark Knights invasion time pushed up. They will invade randomly between day 240 and 300.
    • During some refactor post-troop overhaul, the Khergit armors got way imbalanced, which is one of the reasons Khergits were so unstoppable. All Khergit armors have been brought back in line and have defensive attributes appropriate for their skill requirement and tier. Lancers and Kharash, in particular, had armor that exceeded even Swadian Elite Heavy Cav, which was just absurd. Khergit archers will now no longer receive metal armors as well.
    • Many other misc. changes to troop balance, entirely in equipment loadout (primarily in that excellent gear was handed out too soon, and that there wasn't enough equipment variety)
    • Mercenary Shield Maidens (and the entire Female Merc Cav line) were more or less clones of the Merc Cav. They are now distinct lines, with the Female line carrying javelins and swords, but no spear, with high horse archery and power throw, making them similar to the Nord Valkyrie or the Khergit Kharash. They are heavy skirmish units, useful for sieges, but not as powerful in an open field as spear-wielding cav. Give them a try in sieges by having them hold just outside the walls and see how awesome javelins are.
    • Peasant Woman can now also spawn with Stones, Farm Horses, Mules, or Donkeys, similar to Farmers
    • All mounted Mercenary units have slightly better equipment to help justify their high cost. You shouldn't see Merc Cav be routinely murdered by bandits much.


    New Stuff:
    • Four new buildings have been added as castle-only improvements!
    • Constructing the Barracks at an owned castle will provide the player a +20 party size limit, just as NPC lords get. The bonuses from multiple barracks will stack.
    • Constructing the Training Grounds will provide a small boost to the party's training skill while resting at the castle
    • Constructing the Oubliette, an upgrade to the Prisoner Tower, will make it impossible for important prisoners to escape on their own
    • Constructing the toll office will increase tax revenue from the castle by 25%
    • The player, just like NPC lords, will now receive +20 to party size limit, if they are the faction marshall
    • Prisoner Management now affects the bounty offered to you for captured prisoners. At a low skill level of 0, you will only be offered 25% of what you'd expect. At a skill of 3, you will receive full value for your captive. At a skill of 10, you will receive nearly 3 times the normal bounty. This upgrades Prisoner Management from a "just enough to get by" skill into one that can help keep your empire funded.
    • Two modified versions Khergit leathers have been added with much higher defensive properties, but Strength requirements to match. This is solely a stylistic change, to allow higher-tiered Khergit soldiers to have better defense while still keeping the Khergit look, and being easier to distinguish from the noble lines. If you find it for yourself, you'll find it protects you about the same as the upper Mail/Scale armors do, but also has higher strength requirements to match. It's only found on Khergit soldiers and on a single type of high level bandit.

    These buildings should serve to make castles a lot more interesting and rewarding to own, as a vassal or monarch. The barracks makes them more strategic, letting you extend the size of your party. The training grounds helps you rebuild your forces and gives you a reason to rest in a castle. The Oubliette is excellent for prolonged wars, where locking up captive lords is crucial to ensuring a peace. The Toll Office gives some financial incentive to holding on to a castle, which otherwise is far inferior to a city for revenue. Again, all four of these improvements can *only* be built at Castles!
 
NE .625b Release notes:



Changes:
  • Calradian lords who defect to the Dark Knights will able able to defect back, and Larktin will be able to indict disloyal Calradian defectors for treason
  • In tournaments, Archers will be given either a practice axe or practice sword instead of a dagger, and mounted lancers will receive a practice dagger
  • Ramun the Slave Trader now offers a fixed price of 80 denars per troop instead of 50
  • All Dark Knight Lords except Larktin have been very slightly nerfed, by lowering their INT to 18 and CHA to 21
  • Larktin has received a nerf by lowering her INT to 18 and AGI to 27 (and Athletics to 9)
  • Companions who retreat should no longer receive long-term wounds
  • Dark Knight Invasion time adjusted to be between 9 and 10 months after game start

In this version, Dark Knights invade somewhere between the 9th and 10th month of gameplay (between day 275 and day 305, or so).

 
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