jacobhinds said:Patch 2 should be up on Friday. Expect bugfixes o' plenty.
jacobhinds said:Patch 2 is up. Requires Patch 1.
Once again, install it over the base mod folder. Here's a list of stuff that's been changed:
- Sea battles collision bug fixed
- Fixed some scenes
- Various item and troop fixes
- Added "raze city" option
- Town walkers no longer appear if the town has been razed
- Improved rebellion scripts
- Modernisation options implemented for several factions (Khaldim begins modernised)
- Fixed map issue
- Added modern fations to custom battles
- Added a few more menu images
- Added camp menu option to change battle size
- Removed several unused textures
- Diversified bandits
- Improved battlefield AI (infantry no longer stand still while getting shot)
- Lords now ask for around 40-100 soldiers for their campaign, rather than 10-20
- Character no longer related to random lords
- New game-start option to enable/disable modernisation, or allow it from the very start.
- Countless tweaks and bugfixes
DoctorPainkiller said:Is the patch savegame compatible?
YourStepDad said:Jacob, do you know about this?
http://www.moddb.com/mods/warband-brave-new-world
A mod of similar concept to yours that seems to be using your assets. Even the art looks suspiciously yours.
YourStepDad said:Good question, wondering myself.
Along the air ships, will you include more companions for the next patch, or what are your plans?
DarkDiamond said:So how does modernisation work in terms of player's kingdom?
Say, if I take a faction's city before they modernize and establish my kingdom - will I be able to modernise my troops? Or will I get modernized troops if I take city of such faction?
Airships, more companions, some unique scenes and a few story-focussed campaigns are next on the list, as long as patch 2 isn't too buggy. Be warned though -- I'm near the end of university so i might not get time to do a big content-filled patch until summer.
borristherat said:Is there any way to join the revolutionaries and if so, how?