v3.9 Changelog
1. CUSTOM KNIGHTHOOD ORDER
- equipment upgrade discount (-90% to both time and money); added two safety checks for negative time (min 1 day) and cost (min 1000 gold)
- all available items will appear on the CKO upgrade lists
- black screen after CKO upgrade (press the "leave" key)
- added warning when player tries to join CKO
2. KNIGHTHOOD ORDERS
- "bounty quests"
-- only KO's enemies accounted towards it
-- added missing "insults"
- quest to "win a tournament" will fail ONLY if both conditions are true: "no more days left" AND "tournament in the quest city is on"; otherwise it will be canceled, in which case cooldown time is reduced 7days->1day
- minor custom KOs solders should wear less "extravagant" outfits
- exploit: for orders, especially "free" ones (e.g. Griffons from "the letter" option) it was possible to progress in their hierarchy by simply creating (add x rank points) and dismantling (subtract 0 rank points) chapters
3. NOLDOR
- "defense bonus" (x2), when player autoresolve battle against them
- trade Qualis for Noldor troops when party is full (the gem disappears and Noldors were lost)
- modifier "tempered" not assigned to sword received as a reward in the Noldor tournament
- training grounds - max number of opponents is 4 (for high player level)
4. UNIQUE HEROES/CAPTAINS
- will not be enlisted by kings as mercenaries if: given hero executed by player or asked for items before or already on the map or imprisoned by player
- accept items from captured unique spawns heroes when inventory is full
- Maltise can not be moved to the castle prison
- Dread Legion will not spawn, if Maltise executed by player or asked for unique items
- script error, when player (as a king) dismissed own mercenary company
- hired mercenary captains should follow player more willingly (order "Follow me")
- faction of captain must follow faction of his party - fixed for Jarryn_Maersow (Commoners->Adventurer Companies), Burilgi the Usurper (D'Shar_Raiders->Singalians), Sheik Shalavan (Singalians->Rogue Knights), Syla Uzas (Adventurer Companies->Rogue Knights)
5. COMPANIONS
- player couldn't persuade lord-companions, who left his/her faction, to rejoin (fixed thanks to Leonion)
- companion set to "stay away from fight", then promoted to minister, able to clone himself (is in the castle and party)
- "king support opponent speeches" for Donavan, Sara and Sir Alistair
- companions returning from missions (e.g. gather support) will be able to rejoin player army even if party reached max size
- exploit: it was possible to access Lethaldiran equipment by players with level <30, by talking to him after won battle (on the "Let your heroes select gear from the item pool." screen)
- when Julia joins the nobles, she gets title "Tribune" instead of e.g. "Lady" - now in line with here "nobility acceptance speech"
6. WORLD MAP
- player leads allies to break the siege, but after winning all allied lords and their armies end up in player party (listed only on the world map)
- ladies-in-waiting will spawn as prisoners only if their kingdom is active (alive); rescued ladies of fallen kingdoms will have only option to enlist them
- it was possible to capture undead, if player defeated "routing warriors" of Snake or Heretics warbands
- spawn chance for "Ebony Gauntlet Prisoner Train"
- "Modify Banner" - player will swap his banner with the lord's one (lords won't end up with the same default banner (sun and red cross on yellow field); side effect - by swapping banners it is possible to unify player kingdom color/heraldry (e.g. black flags for newly re-established Pendor kingdom)
7. BATTLEFIELD
- claimants don't change their starting outfits between civilian (for interiors) and battle ready (for exteriors)
- Tab behavior in combat: player fell -> taken as prisoner -> escaped -> TAB in the next fight = fight automatically lost
- Retreat (F1->F5) battlefield option
- after issuing order: "use only blunt weapon", units without such items will use the first melee weapon from their inventory instead of fists; see note about cavalry in the "Known Issues/Notes" section
- after won battle the "loot screen" appears before the "prisoners screen" (exploit: make an army full of expendable troops, win battle (including autoresolve), release all your troops, all loot for player only, profitsss)
- opcode error during siege, when player ask the nearest solder from player party to share ammo (by pressing "o")
8. AL-AZIZ
- drunkman "wine problem"
- gem weapon not received when player inventory is full
9. QUESTS/MISSIONS
- player does not take "track down bandits" quest, in the meantime quest's bandits are killed -> player speak with guildsman -> script error
- tutorial merchant quest - corrected number of required solders
- tutorial merchant quest - during the "hideout part" common lair leaders will spawn instead of heroes (reduced hp was shared amongst all of them)
- during "free lord form prison" quest player has the same items inside and outside
- player replaced minister -> latests quests given by minister were aborted (penalties), even if were successfully completed
- after successful "pretender quest" relation with pretender faction was set to 0 and as a result no lords helped player in the battles (even if player acts as a marshal); now it is set to 60
- "deal with looters" - spawned quest looters were killed by AI parties; now they are neutral to all other groups on the map and only player can hunt them down
- exploit: in all bandits hideouts, part of the loot came from the last player battle (as a result e.g. high quality Noldor items in a D'Shar bandits lair)
- during "sneak-in" or "rescue prisoner" missions kingdom "tier 3" soldiers were spawned instead of "tier 2"; rebalanced kingdoms' "tier 1 - tier 5" units (e.g. D'Shar was way too strong)
- Guildmaster's quest "Retaliate for border incident" had only "fail" condition, was unable to be completed
- when group of lords is in the same room (e.g. during fest) more than one can share rumors with player
- The Ghost Lady:
-- disappearing Mistress during the quest
-- Mistress doesn't "follow" player in castles/towns during the quest
-- no more "Surrender or die. Make your choice." dialog
10. CORRECTED LEONION'S TWEAKS
- 20.2 and 32 - Marius Imperator should not act as a lord of defeated faction, Lord Leonius should
- 38 relation gain with friendly lords after large battles or sieges automatic:
-- companions, who don't act as lords, won't receive relations boost with player after battles or sieges
-- if first lord in the combined armies has relations with player <-5, relation was boosted to 100
-- relations with lords who doesn't like player were boosted as well
- 28 fief exchange:
-- player can't handle own court (could end up as a fief-less king/queen)
-- as king/queen: exchanging fief is not treated in the same way as distributing a new fief (where relation increases/decreases with all lords)
-- as king/queen: for those vassals that only have villages, the option to exchange fiefs was only there if player had a spare village him/herself (no matter how many spare castles or towns player had - option wasn't there)
-- as a vassal: for those lords that only had villages, the option to exchange fiefs was only there if player had a spare village yourself
-- exploit of exchanging plain fief for one with KO; player will be compensated extra up to 10k for offering fief with any KO; lord will get more money for fief with chapter (120k for qualis KO, 60k for one of 5 factional ones, 40k for the rest)
-- exploit: if player carefully chose his lords (only good-natured, upstanding and martial ones, and they are not enemies of each other), by exchanging two similar fiefs back and forth, he/she get +10 relation with one lord each time, for a bit of money
- feasts relations modifications (fixed thanks to Leonion)
- some NPC (Iris, Trainer etc.) treated as sergeants by minor KOs crated by lords (fixed thanks to Leonion)
11. Reduced a bit chance to corrupt savegames during save operation on the world map by decreasing frequency of less essential background calculations:
- achievements checked 1hr->24hr
- Leonion's tweak 32 (forcing lords to leave dead factions) checked 1hr-> 2days
- Leonion's tweak 29 - reduced on screen spam messages and removed one trigger checked every 12hr by moving this feature to the Tawernkeepers
12. CORONATION GIFTS
- no space in inventory and coronation gifts were lost
- exploit: player can only receive one crown helmet
13. SOUND
- arena sound would cut abruptly shortly after the beginning of a tournament round (added delay)
- the arena/tavern infinite sound loop
14. SCENES
- fixed passage between Avendor's Arena -> City Center and City Center -> Arena
- fixed passage betwen Sher Quila's Prison -> City Center and City Center -> Prison
- Sher Quila was marked as a "tower siege"
- Seven Cross Keep spawn point (lord rescue mission)
- removed walls from Gunders Lodge interior as some NPCs could spawn behind them
- Snake Stronghold:
-- removed chest from the initial scene (wooden interior)
-- improved AI pathfinding
- fixed some rare NPC barefoot
- fixed the body of arena fighters
- cloned wife/spouse
- open the cells doors in prison scene as players were unable to reach NPCs in: Marleons, Ansen Lodge, Shadi Shahid, Talon Castle, Valorshield Castle and High Pass Fortress
- left hand side balcony is accessible in (lords sometimes spawn there): Torbah and Nal Tar
- shadow under the main table in Stoutheart Castle
15. MENUS
- Troops Trees in Reports: removed duplicate troops and cover situation when troops have more than 24 items (error messages before)
- fixed transparent items in the "achievement" or "order established" screens
- corrected "few" spelling mistakes
- when negotiating a peace with enemy king and declining the proposal, the two factions make peace anyway,
- when negotiating a peace with enemy king and accepting the proposal, the two factions make peace, but the next screen shows pre-battle options
- short initial description for village prosperity level 9 (during visiting location)
- removed minimaps from two textures used in menus (Rane and loot images should load a bit faster)
- added warning to the dialog line, by selecting which player with renown >1000, disables fights with Belligerent Drunk
16. CUSTOM FONT
- fixed font kerning for potential localizations
- corrected height of all characters with accents
- is optional (players can enable it themselves) as too many confused Mac, Linux and non English players
17. TROOPS
- fixed low autocalc attack value of: Possessed Doomguide, Fallen Melitine Noble, Heretic Invoker
- assigned correct skin for D'Shar rogues (Young Adv., Squires, Knights)
18. "Advanced Formations bug":
- description: sometimes group (like infantry) in AF (ranks, shieldwall, wedge) will move back to the edge of the map or may not response to the player's orders; it is often happening when player use mini map or "hold F1 flag" to position groups, which are in AF; F1-F1 order works fine, but selected group will move or form new shape on player position (not very convenient)
- applied solution: player's army will use Warbands formations as default; it is up to player, if he/she want to use AF or not (by pressing j, k or l and using F1-F1); lords will use AF as they used to do (if "Enable Formations" are ticked in "POP OPTIONS")
- new battle plan - hopefully no (or at least much less) f1f1f1f2f2f3f4... clicks on the beginning of each field battle:
-- infantry (group1) - move 25m forward, stand_closer, stand_closer (3 rows),
-- archers (group2) - move 10m forward, stand_closer,
-- cavalry (group3) - move 40m left, a bit behind, stand_closer, stand_closer, mount_horses
-- the rest (group4-9) - move 40m right, stand_closer.
- foot soldiers move forward to make room for cavalry - faster positioning (and only 2-3 dismounted soldiers out of 60)
- group4-9 is on the left as horse archers are in this group and they fire to the left
19. very expensive items in Quigfen's and Calanon's shops shouldn't disappear; both shops should restock a bit more quicker
20. OTHER
- fief's mineral bonus implemented as was originally planned; as a result chance to get 300 increased from 5% to 11%
- UllrVetr Manifest exploit
- corrected strength headers (from str_34 to str_120) so decimal value match hexadecimal
- equipment upgrade discount (-90% to both time and money); added two safety checks for negative time (min 1 day) and cost (min 1000 gold)
- all available items will appear on the CKO upgrade lists
- black screen after CKO upgrade (press the "leave" key)
- added warning when player tries to join CKO
2. KNIGHTHOOD ORDERS
- "bounty quests"
-- only KO's enemies accounted towards it
-- added missing "insults"
- quest to "win a tournament" will fail ONLY if both conditions are true: "no more days left" AND "tournament in the quest city is on"; otherwise it will be canceled, in which case cooldown time is reduced 7days->1day
- minor custom KOs solders should wear less "extravagant" outfits
- exploit: for orders, especially "free" ones (e.g. Griffons from "the letter" option) it was possible to progress in their hierarchy by simply creating (add x rank points) and dismantling (subtract 0 rank points) chapters
3. NOLDOR
- "defense bonus" (x2), when player autoresolve battle against them
- trade Qualis for Noldor troops when party is full (the gem disappears and Noldors were lost)
- modifier "tempered" not assigned to sword received as a reward in the Noldor tournament
- training grounds - max number of opponents is 4 (for high player level)
4. UNIQUE HEROES/CAPTAINS
- will not be enlisted by kings as mercenaries if: given hero executed by player or asked for items before or already on the map or imprisoned by player
- accept items from captured unique spawns heroes when inventory is full
- Maltise can not be moved to the castle prison
- Dread Legion will not spawn, if Maltise executed by player or asked for unique items
- script error, when player (as a king) dismissed own mercenary company
- hired mercenary captains should follow player more willingly (order "Follow me")
- faction of captain must follow faction of his party - fixed for Jarryn_Maersow (Commoners->Adventurer Companies), Burilgi the Usurper (D'Shar_Raiders->Singalians), Sheik Shalavan (Singalians->Rogue Knights), Syla Uzas (Adventurer Companies->Rogue Knights)
5. COMPANIONS
- player couldn't persuade lord-companions, who left his/her faction, to rejoin (fixed thanks to Leonion)
- companion set to "stay away from fight", then promoted to minister, able to clone himself (is in the castle and party)
- "king support opponent speeches" for Donavan, Sara and Sir Alistair
- companions returning from missions (e.g. gather support) will be able to rejoin player army even if party reached max size
- exploit: it was possible to access Lethaldiran equipment by players with level <30, by talking to him after won battle (on the "Let your heroes select gear from the item pool." screen)
- when Julia joins the nobles, she gets title "Tribune" instead of e.g. "Lady" - now in line with here "nobility acceptance speech"
6. WORLD MAP
- player leads allies to break the siege, but after winning all allied lords and their armies end up in player party (listed only on the world map)
- ladies-in-waiting will spawn as prisoners only if their kingdom is active (alive); rescued ladies of fallen kingdoms will have only option to enlist them
- it was possible to capture undead, if player defeated "routing warriors" of Snake or Heretics warbands
- spawn chance for "Ebony Gauntlet Prisoner Train"
- "Modify Banner" - player will swap his banner with the lord's one (lords won't end up with the same default banner (sun and red cross on yellow field); side effect - by swapping banners it is possible to unify player kingdom color/heraldry (e.g. black flags for newly re-established Pendor kingdom)
7. BATTLEFIELD
- claimants don't change their starting outfits between civilian (for interiors) and battle ready (for exteriors)
- Tab behavior in combat: player fell -> taken as prisoner -> escaped -> TAB in the next fight = fight automatically lost
- Retreat (F1->F5) battlefield option
- after issuing order: "use only blunt weapon", units without such items will use the first melee weapon from their inventory instead of fists; see note about cavalry in the "Known Issues/Notes" section
- after won battle the "loot screen" appears before the "prisoners screen" (exploit: make an army full of expendable troops, win battle (including autoresolve), release all your troops, all loot for player only, profitsss)
- opcode error during siege, when player ask the nearest solder from player party to share ammo (by pressing "o")
8. AL-AZIZ
- drunkman "wine problem"
- gem weapon not received when player inventory is full
9. QUESTS/MISSIONS
- player does not take "track down bandits" quest, in the meantime quest's bandits are killed -> player speak with guildsman -> script error
- tutorial merchant quest - corrected number of required solders
- tutorial merchant quest - during the "hideout part" common lair leaders will spawn instead of heroes (reduced hp was shared amongst all of them)
- during "free lord form prison" quest player has the same items inside and outside
- player replaced minister -> latests quests given by minister were aborted (penalties), even if were successfully completed
- after successful "pretender quest" relation with pretender faction was set to 0 and as a result no lords helped player in the battles (even if player acts as a marshal); now it is set to 60
- "deal with looters" - spawned quest looters were killed by AI parties; now they are neutral to all other groups on the map and only player can hunt them down
- exploit: in all bandits hideouts, part of the loot came from the last player battle (as a result e.g. high quality Noldor items in a D'Shar bandits lair)
- during "sneak-in" or "rescue prisoner" missions kingdom "tier 3" soldiers were spawned instead of "tier 2"; rebalanced kingdoms' "tier 1 - tier 5" units (e.g. D'Shar was way too strong)
- Guildmaster's quest "Retaliate for border incident" had only "fail" condition, was unable to be completed
- when group of lords is in the same room (e.g. during fest) more than one can share rumors with player
- The Ghost Lady:
-- disappearing Mistress during the quest
-- Mistress doesn't "follow" player in castles/towns during the quest
-- no more "Surrender or die. Make your choice." dialog
10. CORRECTED LEONION'S TWEAKS
- 20.2 and 32 - Marius Imperator should not act as a lord of defeated faction, Lord Leonius should
- 38 relation gain with friendly lords after large battles or sieges automatic:
-- companions, who don't act as lords, won't receive relations boost with player after battles or sieges
-- if first lord in the combined armies has relations with player <-5, relation was boosted to 100
-- relations with lords who doesn't like player were boosted as well
- 28 fief exchange:
-- player can't handle own court (could end up as a fief-less king/queen)
-- as king/queen: exchanging fief is not treated in the same way as distributing a new fief (where relation increases/decreases with all lords)
-- as king/queen: for those vassals that only have villages, the option to exchange fiefs was only there if player had a spare village him/herself (no matter how many spare castles or towns player had - option wasn't there)
-- as a vassal: for those lords that only had villages, the option to exchange fiefs was only there if player had a spare village yourself
-- exploit of exchanging plain fief for one with KO; player will be compensated extra up to 10k for offering fief with any KO; lord will get more money for fief with chapter (120k for qualis KO, 60k for one of 5 factional ones, 40k for the rest)
-- exploit: if player carefully chose his lords (only good-natured, upstanding and martial ones, and they are not enemies of each other), by exchanging two similar fiefs back and forth, he/she get +10 relation with one lord each time, for a bit of money
- feasts relations modifications (fixed thanks to Leonion)
- some NPC (Iris, Trainer etc.) treated as sergeants by minor KOs crated by lords (fixed thanks to Leonion)
11. Reduced a bit chance to corrupt savegames during save operation on the world map by decreasing frequency of less essential background calculations:
- achievements checked 1hr->24hr
- Leonion's tweak 32 (forcing lords to leave dead factions) checked 1hr-> 2days
- Leonion's tweak 29 - reduced on screen spam messages and removed one trigger checked every 12hr by moving this feature to the Tawernkeepers
12. CORONATION GIFTS
- no space in inventory and coronation gifts were lost
- exploit: player can only receive one crown helmet
13. SOUND
- arena sound would cut abruptly shortly after the beginning of a tournament round (added delay)
- the arena/tavern infinite sound loop
14. SCENES
- fixed passage between Avendor's Arena -> City Center and City Center -> Arena
- fixed passage betwen Sher Quila's Prison -> City Center and City Center -> Prison
- Sher Quila was marked as a "tower siege"
- Seven Cross Keep spawn point (lord rescue mission)
- removed walls from Gunders Lodge interior as some NPCs could spawn behind them
- Snake Stronghold:
-- removed chest from the initial scene (wooden interior)
-- improved AI pathfinding
- fixed some rare NPC barefoot
- fixed the body of arena fighters
- cloned wife/spouse
- open the cells doors in prison scene as players were unable to reach NPCs in: Marleons, Ansen Lodge, Shadi Shahid, Talon Castle, Valorshield Castle and High Pass Fortress
- left hand side balcony is accessible in (lords sometimes spawn there): Torbah and Nal Tar
- shadow under the main table in Stoutheart Castle
15. MENUS
- Troops Trees in Reports: removed duplicate troops and cover situation when troops have more than 24 items (error messages before)
- fixed transparent items in the "achievement" or "order established" screens
- corrected "few" spelling mistakes
- when negotiating a peace with enemy king and declining the proposal, the two factions make peace anyway,
- when negotiating a peace with enemy king and accepting the proposal, the two factions make peace, but the next screen shows pre-battle options
- short initial description for village prosperity level 9 (during visiting location)
- removed minimaps from two textures used in menus (Rane and loot images should load a bit faster)
- added warning to the dialog line, by selecting which player with renown >1000, disables fights with Belligerent Drunk
16. CUSTOM FONT
- fixed font kerning for potential localizations
- corrected height of all characters with accents
- is optional (players can enable it themselves) as too many confused Mac, Linux and non English players
17. TROOPS
- fixed low autocalc attack value of: Possessed Doomguide, Fallen Melitine Noble, Heretic Invoker
- assigned correct skin for D'Shar rogues (Young Adv., Squires, Knights)
18. "Advanced Formations bug":
- description: sometimes group (like infantry) in AF (ranks, shieldwall, wedge) will move back to the edge of the map or may not response to the player's orders; it is often happening when player use mini map or "hold F1 flag" to position groups, which are in AF; F1-F1 order works fine, but selected group will move or form new shape on player position (not very convenient)
- applied solution: player's army will use Warbands formations as default; it is up to player, if he/she want to use AF or not (by pressing j, k or l and using F1-F1); lords will use AF as they used to do (if "Enable Formations" are ticked in "POP OPTIONS")
- new battle plan - hopefully no (or at least much less) f1f1f1f2f2f3f4... clicks on the beginning of each field battle:
-- infantry (group1) - move 25m forward, stand_closer, stand_closer (3 rows),
-- archers (group2) - move 10m forward, stand_closer,
-- cavalry (group3) - move 40m left, a bit behind, stand_closer, stand_closer, mount_horses
-- the rest (group4-9) - move 40m right, stand_closer.
- foot soldiers move forward to make room for cavalry - faster positioning (and only 2-3 dismounted soldiers out of 60)
- group4-9 is on the left as horse archers are in this group and they fire to the left
19. very expensive items in Quigfen's and Calanon's shops shouldn't disappear; both shops should restock a bit more quicker
20. OTHER
- fief's mineral bonus implemented as was originally planned; as a result chance to get 300 increased from 5% to 11%
- UllrVetr Manifest exploit
- corrected strength headers (from str_34 to str_120) so decimal value match hexadecimal
1. Reloading game doesn't change outcomes of some events, e.g. asking travelers for treasure chests like the Red Brotherhood one, chance of capture the Qualis Gem heroes, rewards in Noldor tournament. If after few reloads result is the same, accept it and move on (as in some cases even "failure" may influence player's next move). Spend more time in the actual game, not in the load menu. Remember: defeat/failure doesn't always mean "the end" - it may be just the beginning of a tale, which you share with your grandchildren when the time comes
2. CHARACTER CREATION
- options to start without banner ("your father was ..."): merchant ship captain, retired adventurer, wandering nomad clan leader, rough and mysterious figure
- increased starting relations penalties with the major kingdoms -5 -> -10 (depends on chooses)
- if "your father was a wandering nomad clan leader" then Inquisition -10
- redistributed few skills points assigned during character creation - max skill level capped at 7:
-- stage1 - misterious1 - looting 4->3, tracking 0->1
-- stage2 - succmarch2 - trade 2->1, athletics 0->1
-- stage2 - fend2 - looting 3->2, ironflesh 0->1
-- stage3 - engineer3 - engineer 4->3, athletics 0->1
-- stage4c - selfmarch4c - trade 2->1, prisoner management 0->1
-- stage4d - selfmarch4d - trade 1->0, tactics 0->1
3. Kingdoms strengths have been rebalanced and tested - games should be more random as major factions are more equal
4. FIEFS
- compensation for not being awarded a conquered fief 900->2500 denars
- income +25%, upgrade time -33%, upgrade cost -20%
- siege ladders build time +3-4 hr as more than one is in use
- increase penalty for stealing cows: honor -1 -> -5, lord relation -3 -> -5, village relation -5 -> -15
- increase penalty for stealing food: honor -1 -> -5, lord relation -1 -> -5, village relation (capped at -55): -1 -> -5 for player village, -3 -> -15 otherwise
5. Prisoners prices -15%, lords ransom -15%
6. Mounted archers =>30 will cost +20%
7. CUSTOM KNIGHTHOOD ORDER
- thanks to Dusk Voyager's script CKO units will equip all items from inventory (e.g. all will spawn with two quivers)
- training progress is checked more often (-25%) - should reduce training time
- knights and sergeants genders can be set independently
- rearranged and added items unlockable for CKO:
-- separate dialog option: Maltise, Ithilrandir, Aeldarian, Syla, Burilgi, Heynrich, Alaric
-- addition to diamonds: Kjuda, Zulkar, Rasmus
-- items enabled via script - changed abundance 100->1
-- added missing/new Noldor items (both gloves, knight helmet, cape versions of armors) to both lords or Elcari
8. KNIGHTHOOD ORDERS
- ability to buy full armor set, shield and horse from the Knight or Sergeant in the castle (not CKO!); to access minimum 1200 renown, 30 honor and +30 relations required OR player is Grandmaster (additional discount); prices depends on relation level, but even with 100 points, items are 35% more expensive then in shop (for 14 trade)
- during promotions in a KO's hierarchy player will receive given KO's shield as well(so far only armor and horse)
- added Order of the Kraken Cultists - very strong infantry with ranged capabilities upgradeable from Fierdsvain nobles
- removed Ebony Gauntlet from Senderfall, increased their spawn rate in Avendor 20->30
- King Gregory IV not going to create Falcons
- reduced honor required to join Eventide 20->5
- handle Snake's or Heretic's Book to enemy order (castle) to receive small gratitude and boost to relations (1 book = +1, 3 books = +5)
- Griffons:
-- other kings would not create this chapter
-- player can create chapter without Sir Darlion or "letter", if he/she created own kingdom and follows Old Pendor culture
- all knights have a chance to appear in the tavern; knights share some informations about their orders
- halved chance of generating free knights and sergeants in chapters owned by player; a side note: intention of the creator of this feature was to give player free 1 knight per chapter per month (on average as it is random), but changes in the other part of of the code made it 10x more (10-12 soldiers); now it is still generous 5-6
9. ALEXIOS OF MELITINE
- adds only allowed modifier to the item (e.g. max for "leather" armors is hardened, not lordly)
- player can ask once (per upgrade session) to accelerate upgrade process (-33% time, cost per day = 50% item price reduced by party trading skill, then divided by total upgrade days needed)
- will work with almost all items (only Qualis and unique items are excluded); days to reach each stage are as follows
-- armor/helmet/gloves/boots "metal":---plain/thick/superb(20)----reinforced(30)------------lordly(50)------if body armour(+30)
-- armor/helmet/gloves/boots "leather": plain/sturdy/superb(20)---thick(30)-----------------hardened(50)----if body armour(+30)
-- shield:------------------------------plain(10)-----------------thick(15)-----------------reinforced(20)
-- arrows/bolts:------------------------plain(10)-----------------largebag(20)
-- xbow:--------------------------------plain(20)-----------------fine(30)------------------masterwork(50)
-- bow:---------------------------------plain/fine(20)------------strong(30)----------------masterwork(50)
-- thrown:------------------------------plain(10)-----------------balanced/heavy(15)--------largebag(20)
-- polearm (long axes):-----------------plain(20)-----------------heavy(30)-----------------masterwork(50)
-- polearm(lances):---------------------plain(20)-----------------fine(30)------------------balanced(50)
-- 1h2h (axes and maces):---------------plain(20)-----------------balanced/heavy(30)--------masterwork(50)
-- 1h2h (most swords):------------------plain/fine/exquisite(20)--balanced OR tempered(30)--masterwork(50)
-- 1h2h (remaining "swords"):-----------plain/fine(20)------------balanced(30)--------------tempered(20)
-- 1h2h ("lesser"):---------------------plain(5)------------------fine(5)-------------------heavy(5)
10. SENESCHAL'S WAR MENU
- enable/disable automatic troops training in the Training Grounds in a given location
- accept 10 or all (up to max capacity of player's party or money) noblemen into player court
- player need more "right to rule" points to hire better mercenaries (up to now it has required specific relations with minor factions, which were hard to gain, due to low presence on the world map)
11. GUILDMASTERS
- sell/buy diamonds, which allow to store money in a more safely way
- three sizes for 10k, 50k, 100k gold
- relation with city need to be at least 0, +10, +15 for options to appear
- 5% fee when selling
- diamonds can be sold to the merchants for 10% of their nominal value
- small amount of money from each "buy transaction" is added to the city wealth
- when player captures an unique spawn, hero can trade his/her freedom for Large Pouch of Diamonds (instead of 100k denars)
12. TAVERNKEEPERS
- added info about locations of all invading armies (cost 2000 denars, saved to the Game Log)
- 2x Various Loot could be exchanged for Baggage Train (if none present in the game world)
- to avoid fight with Belligerent Drunk ("Do you have any idea who I am?") player will need 1000 renown (was Native 150)
13. RANSOM BROKERS
- removed Queen Agnus Freebooter, Singalian Horseman, Barclay Lancer, Red Fletcher Longbowman
- added (chance 10%, 15-19 units at once): Melitine Free Brother, Mettenheim Avonteurer, Barclay Adventurer
- their hire price based on level (+25% if mounted, +30% extra)
- added option to hire unlimited number of common mercenaries - squad of 30 solders (mixed tiers, enlist price +40% above "tavern merc")
- gamble with Ramun to get access to some unique troops
- Iris the Lotus will sell cloths (for player to outfit wife)
14. Clarissa of Pent can sell (400 denars) and buy (100 denars) capes. For option to appear player must have 400 denars and "allowed armor" equipped (only armors which have both versions - most plates and Noldor).
15. Once a week one companion may be asked for a few special troops (player lv =>20); if companion in tavern 1-6, in party 2-4, who act as a lord 1-2; their hire price based on level (+25% if mounted, +20% extra)
16. NOLDOR
- adjusted prizes received after winning Noldor tournament (chances, quality and quantity); some cheaper items are bundled
- Noldor Maiden Ranger gives honor +1 when released by player
- relations with humans reduced (e.g. with player -20->-30)
- added option to reduce relation with Noldor by -10 at one time
- pass Noldor Trade Goods to Arandur and Quigfen to receive more troops
- changed Noldor Warrior to Noldor Hunter as prisoners in Jatu Army (Quigfen's quest)
- after battles, in which the Noldor lords fight against "Qualis Gem heroes" (e.g. Wolfbode the Slayer, Eyegrim the Devourer, Seeress), defeated hero always escape
17. KINGS/LORDS
- kingdom would look for a peace, if suffered devastating losses
- lord with a small army (<=70 solders or <=60% of "ideal party size"), who is currently at a walled fief (e.g. was beaten and just respawn), should not leave location
- (as a result of above) taxes from lord's fiefs are automatically transferred to his account every week (was every month)
- base income 1000->500
- after conquering walled fief lord (not from kingdom ruled by player) will leave bigger garrison behind
- added fief exchange with lords (modified and fixed Leonion's tweak 2
- added info about lords wealth to the info page
- increased penalty for rejecting ransom offer (relation -4 -> -10, honor -1 -> -5)
- marshal (player) can give order "There is a fortress which can easily be taken. Go to.."
- added dialog option to free player's lord kept in player's faction prison (lord switched to the player's faction while he was in prison)
- during coronation player will be able to choose one of 11 crowned battle helmets (different designs, the same stats)
18. WIFE
- player is able to design her outfit - see Iris the Lotus for allowed items selection (and Royal Crown); desired items need to be placed in the 1st row of "household possessions"
- if she wears hat, player can ask her to put it away in to "household possessions" storage area
19. CHESTS IN ALL CITIES
- have max capacity
- Sarleon: Lion Warhorse replaced with Sarleon Armored Warhorse
- Janos: replaced Marius Helmet with Runed Bastard Sword
- Javiksholm: replaced Runed Bastard Sword with Ancient Rune Axe
20. CARAVANS
- Pendor caravans will recruit Pendor troops
- replaced Mercenary Infantry with Mercenary Warrior in all caravans
21. RENEGADES - increased (once every 5 days -> once every 4 days) spawn chance of renegades: various Adventures and Renegade Knights Companies, adventures from Barclay, Mettenheim, Veccavi and Melitine)
- Renegade Knights Companies:
-- reduced spawn chance (~ 16%->10%) of kingdoms specific groups ("Sarleon Noble Outlaws", "Fierdsvain Renegade Nobles" etc.)
-- increased spawn chance (~ 1%->2%) of all remaining, more unique, groups ("Red Fletcher Hunting Party", "Renegade Omen Seekers" etc.)
-- are a bit stronger
- increased (5%->10%) spawn chance for a adventures (non hero) parties from Barclay, Mettenheim, Veccavi and Melitine
- Adventures Companies ("Treasure Seekers", "Outlawed Adventure Company" etc.)
-- are stronger (bottom range by 85%, upper by 50%)
-- removed Maiden Warrior from female AC as it is the only unmounted unit in the group (should be initially faster on the world map)
-- removed Maiden Adventurers from male AC
22. MENUS/SETTINGS
- added Barclay, Mettenheim, KOs' Knights & Sergeants to the Troop Trees in Reports
- added the "ratio bar" displayed on the battlefield screen (number of allied troops vs. enemies); may: be disabled, include reinforcements/reserve
- revamped the mod options page
- siege attackers waves 40->32
- added 2 options to display messages on deaths in player army and kills by player
- added option to display a full screen or log only message about village attack/raid
- set can_crouch = 0 as high tier range units can't hit crouching solders; players can enable this feature easily in the "module.ini" file
- there were two types of blood particles : "line" of big, slow, long lasting droplets and "cloud" of small, fast moving, fast despairing droplets; removed "line"
- updated Notes -> Game Concepts -> Reference: Knighthood Orders
- in the CAMP menu - added option to "Access companions' inventories" directly, without going through conversations first; useful, if player want to equip companions manually (e.g. player has just received nice sword, which want to give companion1; then current companion1's sword is going to companion2; ...; then current companion(last-1)'s sword is going to companion(last)); to make process even faster use ESC to return from outfitting screen to the companion list
- added confirmation dialog when player asks hie/her vassal to train troops according to kingdom culture; moved dialog to the "can I ask you something" sub-menu
- removed option to not accepting Mettenheim Arbalest - it is free after all
- increased sum which player needs to pay in the "I wish to make peace with the ..." dialog (250 to 1960 -> 1250 to 9800)
- added Leonion's "Advanced Soldier Management in Exchange Screens" OSP - select troops/prisoner stack AND hold one of the keys combination listed below AND press give/hire/take/capture button
-- capture all prisoners - LEFT CTRL + A
-- take all prisoners from garrison - LEFT CTRL + A
-- give all prisoners to garrison - LEFT CTRL + D
-- hire all solders - LEFT CTRL + S
-- give all solders to garrison - RIGHT CTRL + ARROW LEFT
-- take all solders from garrison - RIGHT CTRL + ARROW RIGHT
-- move stack one position up inside garrison - ARROW UP - (doesn't work if single soldier in the stack)
-- move stack one position down inside garrison - ARROW DOWN - (doesn't work if single soldier in the stack)
-- move stack to the top of garrison - PAGE UP - (doesn't work if single soldier in the stack)
-- move stack to the bottom of garrison - PAGE DOWN - (doesn't work if single soldier in the stack)
23. QUESTS/MISSIONS
- reviewed all quests rewards, added few missing ones; almost quests rewards and opponents quality (Nervous Man, Hired Assassin, Belligerent Drunk, "follow spy" party etc.) scale with player level
- added throwing daggers to the player's inventory during "sneak in to the town" type of missions
- after "gather support" missions companions will bring few warriors with them (tiers depends on player level)
- "Heartbeat quest" - added more troops and Melitine company
- KO's renown quest - player can dismiss own solders in order to make space for KO units (reward)
- KO's bounty quest - added Inquisition for:
-- Scorpion Assassins: Steppe Bandits and Inquisition (were Adventurers)
-- Knights of Eventide: Inquisition (were Steppe Bandits) and Singalians
-- D'Shar Windriders: Steppe Bandits and Inquisition (were Adventurers)
24. Added small reward (two rare items) for defeating minor factions armies (e.g. Heretic Army); Eyegrim and Three Seers unlock items for CKO and give reward (e.g. Qualis Gems) when defeated; due to mentioned changes Demonic Magnus don't need Qualis Gem anymore
25. Hero (e.g. lord) escape rate form player field army is based on player's prisoner management skill (40% to 20% for 0 to 10 PM points; checked every 2 days; was constants before). Hero escape rate form a walled fief which belongs to the same faction as player, is based on local seneschal prisoner management skill (20% to 10% for 0 to 10 PM points; halved if Prisoner Tower is present; checked every 2 days; was constants before).
26. Added "enhanced horse archers AI" to the "POP options" menu. Disabled by default as it is very powerful and may be enabled by player manually. Options are: "NPCs only" (e.g. companions, unique spawn leaders, lords), "All units".
27. OTHERS
- Scorpion Assassins replaced D'Shar Ghazi Revears as "night bandits"
- walled fiefs interiors are guarded by the top common solder from given faction
- "date fruit" is recognized as food
- patrols from fiefs owned by player won't accept more than total of 100 solders as a gift
- new NPC in one of the towns
2. CHARACTER CREATION
- options to start without banner ("your father was ..."): merchant ship captain, retired adventurer, wandering nomad clan leader, rough and mysterious figure
- increased starting relations penalties with the major kingdoms -5 -> -10 (depends on chooses)
- if "your father was a wandering nomad clan leader" then Inquisition -10
- redistributed few skills points assigned during character creation - max skill level capped at 7:
-- stage1 - misterious1 - looting 4->3, tracking 0->1
-- stage2 - succmarch2 - trade 2->1, athletics 0->1
-- stage2 - fend2 - looting 3->2, ironflesh 0->1
-- stage3 - engineer3 - engineer 4->3, athletics 0->1
-- stage4c - selfmarch4c - trade 2->1, prisoner management 0->1
-- stage4d - selfmarch4d - trade 1->0, tactics 0->1
3. Kingdoms strengths have been rebalanced and tested - games should be more random as major factions are more equal
4. FIEFS
- compensation for not being awarded a conquered fief 900->2500 denars
- income +25%, upgrade time -33%, upgrade cost -20%
- siege ladders build time +3-4 hr as more than one is in use
- increase penalty for stealing cows: honor -1 -> -5, lord relation -3 -> -5, village relation -5 -> -15
- increase penalty for stealing food: honor -1 -> -5, lord relation -1 -> -5, village relation (capped at -55): -1 -> -5 for player village, -3 -> -15 otherwise
5. Prisoners prices -15%, lords ransom -15%
6. Mounted archers =>30 will cost +20%
7. CUSTOM KNIGHTHOOD ORDER
- thanks to Dusk Voyager's script CKO units will equip all items from inventory (e.g. all will spawn with two quivers)
- training progress is checked more often (-25%) - should reduce training time
- knights and sergeants genders can be set independently
- rearranged and added items unlockable for CKO:
-- separate dialog option: Maltise, Ithilrandir, Aeldarian, Syla, Burilgi, Heynrich, Alaric
-- addition to diamonds: Kjuda, Zulkar, Rasmus
-- items enabled via script - changed abundance 100->1
-- added missing/new Noldor items (both gloves, knight helmet, cape versions of armors) to both lords or Elcari
8. KNIGHTHOOD ORDERS
- ability to buy full armor set, shield and horse from the Knight or Sergeant in the castle (not CKO!); to access minimum 1200 renown, 30 honor and +30 relations required OR player is Grandmaster (additional discount); prices depends on relation level, but even with 100 points, items are 35% more expensive then in shop (for 14 trade)
- during promotions in a KO's hierarchy player will receive given KO's shield as well(so far only armor and horse)
- added Order of the Kraken Cultists - very strong infantry with ranged capabilities upgradeable from Fierdsvain nobles
- removed Ebony Gauntlet from Senderfall, increased their spawn rate in Avendor 20->30
- King Gregory IV not going to create Falcons
- reduced honor required to join Eventide 20->5
- handle Snake's or Heretic's Book to enemy order (castle) to receive small gratitude and boost to relations (1 book = +1, 3 books = +5)
- Griffons:
-- other kings would not create this chapter
-- player can create chapter without Sir Darlion or "letter", if he/she created own kingdom and follows Old Pendor culture
- all knights have a chance to appear in the tavern; knights share some informations about their orders
- halved chance of generating free knights and sergeants in chapters owned by player; a side note: intention of the creator of this feature was to give player free 1 knight per chapter per month (on average as it is random), but changes in the other part of of the code made it 10x more (10-12 soldiers); now it is still generous 5-6
9. ALEXIOS OF MELITINE
- adds only allowed modifier to the item (e.g. max for "leather" armors is hardened, not lordly)
- player can ask once (per upgrade session) to accelerate upgrade process (-33% time, cost per day = 50% item price reduced by party trading skill, then divided by total upgrade days needed)
- will work with almost all items (only Qualis and unique items are excluded); days to reach each stage are as follows
-- armor/helmet/gloves/boots "metal":---plain/thick/superb(20)----reinforced(30)------------lordly(50)------if body armour(+30)
-- armor/helmet/gloves/boots "leather": plain/sturdy/superb(20)---thick(30)-----------------hardened(50)----if body armour(+30)
-- shield:------------------------------plain(10)-----------------thick(15)-----------------reinforced(20)
-- arrows/bolts:------------------------plain(10)-----------------largebag(20)
-- xbow:--------------------------------plain(20)-----------------fine(30)------------------masterwork(50)
-- bow:---------------------------------plain/fine(20)------------strong(30)----------------masterwork(50)
-- thrown:------------------------------plain(10)-----------------balanced/heavy(15)--------largebag(20)
-- polearm (long axes):-----------------plain(20)-----------------heavy(30)-----------------masterwork(50)
-- polearm(lances):---------------------plain(20)-----------------fine(30)------------------balanced(50)
-- 1h2h (axes and maces):---------------plain(20)-----------------balanced/heavy(30)--------masterwork(50)
-- 1h2h (most swords):------------------plain/fine/exquisite(20)--balanced OR tempered(30)--masterwork(50)
-- 1h2h (remaining "swords"):-----------plain/fine(20)------------balanced(30)--------------tempered(20)
-- 1h2h ("lesser"):---------------------plain(5)------------------fine(5)-------------------heavy(5)
10. SENESCHAL'S WAR MENU
- enable/disable automatic troops training in the Training Grounds in a given location
- accept 10 or all (up to max capacity of player's party or money) noblemen into player court
- player need more "right to rule" points to hire better mercenaries (up to now it has required specific relations with minor factions, which were hard to gain, due to low presence on the world map)
11. GUILDMASTERS
- sell/buy diamonds, which allow to store money in a more safely way
- three sizes for 10k, 50k, 100k gold
- relation with city need to be at least 0, +10, +15 for options to appear
- 5% fee when selling
- diamonds can be sold to the merchants for 10% of their nominal value
- small amount of money from each "buy transaction" is added to the city wealth
- when player captures an unique spawn, hero can trade his/her freedom for Large Pouch of Diamonds (instead of 100k denars)
12. TAVERNKEEPERS
- added info about locations of all invading armies (cost 2000 denars, saved to the Game Log)
- 2x Various Loot could be exchanged for Baggage Train (if none present in the game world)
- to avoid fight with Belligerent Drunk ("Do you have any idea who I am?") player will need 1000 renown (was Native 150)
13. RANSOM BROKERS
- removed Queen Agnus Freebooter, Singalian Horseman, Barclay Lancer, Red Fletcher Longbowman
- added (chance 10%, 15-19 units at once): Melitine Free Brother, Mettenheim Avonteurer, Barclay Adventurer
- their hire price based on level (+25% if mounted, +30% extra)
- added option to hire unlimited number of common mercenaries - squad of 30 solders (mixed tiers, enlist price +40% above "tavern merc")
- gamble with Ramun to get access to some unique troops
- Iris the Lotus will sell cloths (for player to outfit wife)
14. Clarissa of Pent can sell (400 denars) and buy (100 denars) capes. For option to appear player must have 400 denars and "allowed armor" equipped (only armors which have both versions - most plates and Noldor).
15. Once a week one companion may be asked for a few special troops (player lv =>20); if companion in tavern 1-6, in party 2-4, who act as a lord 1-2; their hire price based on level (+25% if mounted, +20% extra)
16. NOLDOR
- adjusted prizes received after winning Noldor tournament (chances, quality and quantity); some cheaper items are bundled
- Noldor Maiden Ranger gives honor +1 when released by player
- relations with humans reduced (e.g. with player -20->-30)
- added option to reduce relation with Noldor by -10 at one time
- pass Noldor Trade Goods to Arandur and Quigfen to receive more troops
- changed Noldor Warrior to Noldor Hunter as prisoners in Jatu Army (Quigfen's quest)
- after battles, in which the Noldor lords fight against "Qualis Gem heroes" (e.g. Wolfbode the Slayer, Eyegrim the Devourer, Seeress), defeated hero always escape
17. KINGS/LORDS
- kingdom would look for a peace, if suffered devastating losses
- lord with a small army (<=70 solders or <=60% of "ideal party size"), who is currently at a walled fief (e.g. was beaten and just respawn), should not leave location
- (as a result of above) taxes from lord's fiefs are automatically transferred to his account every week (was every month)
- base income 1000->500
- after conquering walled fief lord (not from kingdom ruled by player) will leave bigger garrison behind
- added fief exchange with lords (modified and fixed Leonion's tweak 2
- added info about lords wealth to the info page
- increased penalty for rejecting ransom offer (relation -4 -> -10, honor -1 -> -5)
- marshal (player) can give order "There is a fortress which can easily be taken. Go to.."
- added dialog option to free player's lord kept in player's faction prison (lord switched to the player's faction while he was in prison)
- during coronation player will be able to choose one of 11 crowned battle helmets (different designs, the same stats)
18. WIFE
- player is able to design her outfit - see Iris the Lotus for allowed items selection (and Royal Crown); desired items need to be placed in the 1st row of "household possessions"
- if she wears hat, player can ask her to put it away in to "household possessions" storage area
19. CHESTS IN ALL CITIES
- have max capacity
- Sarleon: Lion Warhorse replaced with Sarleon Armored Warhorse
- Janos: replaced Marius Helmet with Runed Bastard Sword
- Javiksholm: replaced Runed Bastard Sword with Ancient Rune Axe
20. CARAVANS
- Pendor caravans will recruit Pendor troops
- replaced Mercenary Infantry with Mercenary Warrior in all caravans
21. RENEGADES - increased (once every 5 days -> once every 4 days) spawn chance of renegades: various Adventures and Renegade Knights Companies, adventures from Barclay, Mettenheim, Veccavi and Melitine)
- Renegade Knights Companies:
-- reduced spawn chance (~ 16%->10%) of kingdoms specific groups ("Sarleon Noble Outlaws", "Fierdsvain Renegade Nobles" etc.)
-- increased spawn chance (~ 1%->2%) of all remaining, more unique, groups ("Red Fletcher Hunting Party", "Renegade Omen Seekers" etc.)
-- are a bit stronger
- increased (5%->10%) spawn chance for a adventures (non hero) parties from Barclay, Mettenheim, Veccavi and Melitine
- Adventures Companies ("Treasure Seekers", "Outlawed Adventure Company" etc.)
-- are stronger (bottom range by 85%, upper by 50%)
-- removed Maiden Warrior from female AC as it is the only unmounted unit in the group (should be initially faster on the world map)
-- removed Maiden Adventurers from male AC
22. MENUS/SETTINGS
- added Barclay, Mettenheim, KOs' Knights & Sergeants to the Troop Trees in Reports
- added the "ratio bar" displayed on the battlefield screen (number of allied troops vs. enemies); may: be disabled, include reinforcements/reserve
- revamped the mod options page
- siege attackers waves 40->32
- added 2 options to display messages on deaths in player army and kills by player
- added option to display a full screen or log only message about village attack/raid
- set can_crouch = 0 as high tier range units can't hit crouching solders; players can enable this feature easily in the "module.ini" file
- there were two types of blood particles : "line" of big, slow, long lasting droplets and "cloud" of small, fast moving, fast despairing droplets; removed "line"
- updated Notes -> Game Concepts -> Reference: Knighthood Orders
- in the CAMP menu - added option to "Access companions' inventories" directly, without going through conversations first; useful, if player want to equip companions manually (e.g. player has just received nice sword, which want to give companion1; then current companion1's sword is going to companion2; ...; then current companion(last-1)'s sword is going to companion(last)); to make process even faster use ESC to return from outfitting screen to the companion list
- added confirmation dialog when player asks hie/her vassal to train troops according to kingdom culture; moved dialog to the "can I ask you something" sub-menu
- removed option to not accepting Mettenheim Arbalest - it is free after all
- increased sum which player needs to pay in the "I wish to make peace with the ..." dialog (250 to 1960 -> 1250 to 9800)
- added Leonion's "Advanced Soldier Management in Exchange Screens" OSP - select troops/prisoner stack AND hold one of the keys combination listed below AND press give/hire/take/capture button
-- capture all prisoners - LEFT CTRL + A
-- take all prisoners from garrison - LEFT CTRL + A
-- give all prisoners to garrison - LEFT CTRL + D
-- hire all solders - LEFT CTRL + S
-- give all solders to garrison - RIGHT CTRL + ARROW LEFT
-- take all solders from garrison - RIGHT CTRL + ARROW RIGHT
-- move stack one position up inside garrison - ARROW UP - (doesn't work if single soldier in the stack)
-- move stack one position down inside garrison - ARROW DOWN - (doesn't work if single soldier in the stack)
-- move stack to the top of garrison - PAGE UP - (doesn't work if single soldier in the stack)
-- move stack to the bottom of garrison - PAGE DOWN - (doesn't work if single soldier in the stack)
23. QUESTS/MISSIONS
- reviewed all quests rewards, added few missing ones; almost quests rewards and opponents quality (Nervous Man, Hired Assassin, Belligerent Drunk, "follow spy" party etc.) scale with player level
- added throwing daggers to the player's inventory during "sneak in to the town" type of missions
- after "gather support" missions companions will bring few warriors with them (tiers depends on player level)
- "Heartbeat quest" - added more troops and Melitine company
- KO's renown quest - player can dismiss own solders in order to make space for KO units (reward)
- KO's bounty quest - added Inquisition for:
-- Scorpion Assassins: Steppe Bandits and Inquisition (were Adventurers)
-- Knights of Eventide: Inquisition (were Steppe Bandits) and Singalians
-- D'Shar Windriders: Steppe Bandits and Inquisition (were Adventurers)
24. Added small reward (two rare items) for defeating minor factions armies (e.g. Heretic Army); Eyegrim and Three Seers unlock items for CKO and give reward (e.g. Qualis Gems) when defeated; due to mentioned changes Demonic Magnus don't need Qualis Gem anymore
25. Hero (e.g. lord) escape rate form player field army is based on player's prisoner management skill (40% to 20% for 0 to 10 PM points; checked every 2 days; was constants before). Hero escape rate form a walled fief which belongs to the same faction as player, is based on local seneschal prisoner management skill (20% to 10% for 0 to 10 PM points; halved if Prisoner Tower is present; checked every 2 days; was constants before).
26. Added "enhanced horse archers AI" to the "POP options" menu. Disabled by default as it is very powerful and may be enabled by player manually. Options are: "NPCs only" (e.g. companions, unique spawn leaders, lords), "All units".
27. OTHERS
- Scorpion Assassins replaced D'Shar Ghazi Revears as "night bandits"
- walled fiefs interiors are guarded by the top common solder from given faction
- "date fruit" is recognized as food
- patrols from fiefs owned by player won't accept more than total of 100 solders as a gift
- new NPC in one of the towns