Manka
Sergeant
Hi all. I got wickedshot's permission to release a patch with a few bug fixes/new features. Check the change log for details.
Current verison: 0.675.3
Patch: http://www.mbrepository.com/file.php?id=1631
Source: http://www.mbrepository.com/file.php?id=1632
Should be very much not save game compatible with 0.675.
As of version 0.675.3, includes Berpol's Settlements City Add-On v0.675+1, http://forums.taleworlds.com/index.php/topic,68059.0.html
Installation instructions:
Change log:
Patch details:
Help wanted:
Todo/Known Issues:
Current verison: 0.675.3
Patch: http://www.mbrepository.com/file.php?id=1631
Source: http://www.mbrepository.com/file.php?id=1632
Should be very much not save game compatible with 0.675.
As of version 0.675.3, includes Berpol's Settlements City Add-On v0.675+1, http://forums.taleworlds.com/index.php/topic,68059.0.html
Installation instructions:
- Download and install Custom Settlements 0.675, http://forums.taleworlds.com/index.php/topic,68400.0.html
- Navigate to your Modules folder, (usually "C:\Program Files\Mount&Blade\Modules")
- (Recommended) Copy the folder "Custom Settlements 0.675" to "Custom Settlements 0.675.3"
- Download and extract patch archive
- Drag and drop contents of patch archive to the new Custom Settlements folder, overwriting the old files
Change log:
version 0.675.3:
scene:
Diavolonia e0m0, e1m0, e1m1 - reworked AI mesh to utilize bridge, avoid buildings
Diavolonia e1m1 - removed prison, fixed torches right of bridge, deleted floating 'destroy' object
Grenlandsby e1m1 - Fixed door to manor
Nottburg e0m0 - grounded floating objects and deleted castle entrace
(Whitecreek has replaced Emptauk - Credit due to Berpol)
(Squarodin e1m2, e2m2 - Added door to castle - Credit due to Berpol)
bugfixes:
patrols created between reaching eXm2 and becoming part of a faction are renamed once the faction arises
removed debugging messages related to heroes hiding
carvans no longer add prosperity multiple times per visit
after prisoner revolt, it was possible that freed prisoners would be added to random party
population party of settlements correctly changes faction when taken over by peasants/bandits
troop/settlement/faction notes should be more accurate
towns-folk visiting the settlement in-scene should no longer always say they need a better look
heroes released/freed in dialog get appropriate title
prevented experience bomb at beginning of game due to heroes not yet spawning
(Many troops given more sensible weapon proficiencies and skills - Credit due to Berpol)
changes:
peasants migrating to settlements with higher prosperity now will always occur if a viable pair of source/target settlements exist. to counteract, timer frequency reduced from 7 hours to 72 hours.
settlement heroes (and lords/faction leaders) give settlers that end up in their parties to their settlements
heroes in combat no longer have their armies enlarged
AI settlements (and player's with steward) have limits to automatic prosperity/productivity growth that depends on settlement economic level
food withdrawn from settlement is now random, based on local production rates
peasant training now can be done in multiples of 5
e1+ settlements have prosperity/production grow more slowly if the population has a large class imbalance
in edit mode, can claim settlements that are peasant or bandit faction
AI settlements now consume food (Charfield given farmers to compensate)
when adding roaming bandits to settlement's bandit party, prisoners now move to the settlement's prison or are freed
added battle recap, loot screen for attacking/defending settlements
attacking/defending settlements has battle advantage set on military level of settlement
(10 new heroes - Credit due to Berpol)
features:
all trade goods are added and an initial attempt at balancing trade has been made
settlements now have a detailed income/expense report
added a few female victory cries
integrated Berpol's Settlements City Add-On v0.675+1, http://forums.taleworlds.com/index.php/topic,68059.0.html
version 0.675.2:
scene:
Fulrestin: e0m0 grounded some floating objects
Diavolonia: e0m0, e1m0, e1m1 grounded some floating objects
bugfixes:
patrols should no longer disappear captured heroes if the settlement cannot take them
lords should no longer disappear captured heroes if the settlement cannot take them
while patroling or hanging out in scene, player no longer appreciates self or double appreciates heroes
mercenaries will not always fail to join non-mercenary heroes for money
merging of heroes and roaming parties now checks if parties are in combat before selecting to merge
changes:
merchants no longer receive same clothes as peasants or peasant upgrades
hot-keys work at settlement menu
withdrawing an item of food no longer sorts player inventory
heroes stay at their settlement if there is an overwhelming force nearby and they are low on troops
error for adding over 15 trade routes suppressed
fully randomized which kingdoms arise at settlements (less Swadia/Vaegir biased)
fully randomized which kingdoms settlements join
patrols should use settlement cultured troops, not player
capped roaming, unled parties at 100 people
hero parties no longer grow beyond ideal size
settlement lord parties always send peasants to their settlements
added more trade goods
version 0.675.1:
scenes:
Luolan: e2m0 manor passage removed
Drunadd: e2m0 fixed tavern passage; e2m1 fixed manor passage
bugfixes:
disappeared heroes should eventually respawn
heroes freed by NPCs respawn immediately
in-scene visiting townsfolk now add to the population
patrols giving prisoners to a settlement no longer generate invalid party id errors
companion heros no longer shuffle gear following an equip
hearldic items/shields should get proper banner
features:
individual merchants for every settlement
production rates for settlements' trade goods assigned by distance to "resource regions"
scene:
Diavolonia e0m0, e1m0, e1m1 - reworked AI mesh to utilize bridge, avoid buildings
Diavolonia e1m1 - removed prison, fixed torches right of bridge, deleted floating 'destroy' object
Grenlandsby e1m1 - Fixed door to manor
Nottburg e0m0 - grounded floating objects and deleted castle entrace
(Whitecreek has replaced Emptauk - Credit due to Berpol)
(Squarodin e1m2, e2m2 - Added door to castle - Credit due to Berpol)
bugfixes:
patrols created between reaching eXm2 and becoming part of a faction are renamed once the faction arises
removed debugging messages related to heroes hiding
carvans no longer add prosperity multiple times per visit
after prisoner revolt, it was possible that freed prisoners would be added to random party
population party of settlements correctly changes faction when taken over by peasants/bandits
troop/settlement/faction notes should be more accurate
towns-folk visiting the settlement in-scene should no longer always say they need a better look
heroes released/freed in dialog get appropriate title
prevented experience bomb at beginning of game due to heroes not yet spawning
(Many troops given more sensible weapon proficiencies and skills - Credit due to Berpol)
changes:
peasants migrating to settlements with higher prosperity now will always occur if a viable pair of source/target settlements exist. to counteract, timer frequency reduced from 7 hours to 72 hours.
settlement heroes (and lords/faction leaders) give settlers that end up in their parties to their settlements
heroes in combat no longer have their armies enlarged
AI settlements (and player's with steward) have limits to automatic prosperity/productivity growth that depends on settlement economic level
food withdrawn from settlement is now random, based on local production rates
peasant training now can be done in multiples of 5
e1+ settlements have prosperity/production grow more slowly if the population has a large class imbalance
in edit mode, can claim settlements that are peasant or bandit faction
AI settlements now consume food (Charfield given farmers to compensate)
when adding roaming bandits to settlement's bandit party, prisoners now move to the settlement's prison or are freed
added battle recap, loot screen for attacking/defending settlements
attacking/defending settlements has battle advantage set on military level of settlement
(10 new heroes - Credit due to Berpol)
features:
all trade goods are added and an initial attempt at balancing trade has been made
settlements now have a detailed income/expense report
added a few female victory cries
integrated Berpol's Settlements City Add-On v0.675+1, http://forums.taleworlds.com/index.php/topic,68059.0.html
version 0.675.2:
scene:
Fulrestin: e0m0 grounded some floating objects
Diavolonia: e0m0, e1m0, e1m1 grounded some floating objects
bugfixes:
patrols should no longer disappear captured heroes if the settlement cannot take them
lords should no longer disappear captured heroes if the settlement cannot take them
while patroling or hanging out in scene, player no longer appreciates self or double appreciates heroes
mercenaries will not always fail to join non-mercenary heroes for money
merging of heroes and roaming parties now checks if parties are in combat before selecting to merge
changes:
merchants no longer receive same clothes as peasants or peasant upgrades
hot-keys work at settlement menu
withdrawing an item of food no longer sorts player inventory
heroes stay at their settlement if there is an overwhelming force nearby and they are low on troops
error for adding over 15 trade routes suppressed
fully randomized which kingdoms arise at settlements (less Swadia/Vaegir biased)
fully randomized which kingdoms settlements join
patrols should use settlement cultured troops, not player
capped roaming, unled parties at 100 people
hero parties no longer grow beyond ideal size
settlement lord parties always send peasants to their settlements
added more trade goods
version 0.675.1:
scenes:
Luolan: e2m0 manor passage removed
Drunadd: e2m0 fixed tavern passage; e2m1 fixed manor passage
bugfixes:
disappeared heroes should eventually respawn
heroes freed by NPCs respawn immediately
in-scene visiting townsfolk now add to the population
patrols giving prisoners to a settlement no longer generate invalid party id errors
companion heros no longer shuffle gear following an equip
hearldic items/shields should get proper banner
features:
individual merchants for every settlement
production rates for settlements' trade goods assigned by distance to "resource regions"
Patch details:
With Patch 0.675.3, a first attempt at balancing trade has been made. It surely is inadequate. Let me know how trade is working for you: are any routes too profitable? Not profitable enough?
I also made the likely controversial change of adding a few female victory cries. With about half the populace female, it was a little too quiet at the end of battles. If you have access to other, better sounds that don't have licensing issues, I'd be happy to add them.
Patch 0.675.2 includes two potentially controversial changes, and feedback would be appreciated. The first is that heroes that are low on troops now hide out in their settlements if there is a party nearby that is significantly stronger. This was done to stop the cycle where a hero would escape only to be captured immediately.
The second is that parties now are more hesitant to grow beyond their "ideal" size. For hero parties: 20 if free, 50 if settlement, 100 if lord, 300 if faction leader. For roaming parties: 100. For lords that have taken over a settlement, this change is minimal as they would previously have dumped most of the extra troops into their garrison. Now, their garrison sizes will suffer a bit, but hopefully this isn't game-breaking. Free heroes, however, may see significant reductions. Those heroes around Custow that could get hundreds of troops will be limited to 20. Conversely, there will be more, bigger roaming parties around. In the future, I would like to cap their size to be relatively small as well, but permit some small chance of a large group coming together and having that horde go do horde-like things. For now, 100 is quite large but should make for a few fun fights.
Patch 0.675.1 adds two new features. The first is unique merchants for each settlement, which should make trade viable again. Their gear is randomly selected at compile time from a job-specific list.
The second new feature is resource regions. These are polygons on the world map which represents areas where resources are produced. The goal with these is to make Custom Settlements is two fold. First, it would be nice some day to be able to plunk down a settlement at an arbitrary location. The approach used here would let that settlement be useful for trade. The second goal is to minimize the amount of work done when adding new settlements. You should be able to just ignore trade productions and it will work out.
I also made the likely controversial change of adding a few female victory cries. With about half the populace female, it was a little too quiet at the end of battles. If you have access to other, better sounds that don't have licensing issues, I'd be happy to add them.
Patch 0.675.2 includes two potentially controversial changes, and feedback would be appreciated. The first is that heroes that are low on troops now hide out in their settlements if there is a party nearby that is significantly stronger. This was done to stop the cycle where a hero would escape only to be captured immediately.
The second is that parties now are more hesitant to grow beyond their "ideal" size. For hero parties: 20 if free, 50 if settlement, 100 if lord, 300 if faction leader. For roaming parties: 100. For lords that have taken over a settlement, this change is minimal as they would previously have dumped most of the extra troops into their garrison. Now, their garrison sizes will suffer a bit, but hopefully this isn't game-breaking. Free heroes, however, may see significant reductions. Those heroes around Custow that could get hundreds of troops will be limited to 20. Conversely, there will be more, bigger roaming parties around. In the future, I would like to cap their size to be relatively small as well, but permit some small chance of a large group coming together and having that horde go do horde-like things. For now, 100 is quite large but should make for a few fun fights.
Patch 0.675.1 adds two new features. The first is unique merchants for each settlement, which should make trade viable again. Their gear is randomly selected at compile time from a job-specific list.
The second new feature is resource regions. These are polygons on the world map which represents areas where resources are produced. The goal with these is to make Custom Settlements is two fold. First, it would be nice some day to be able to plunk down a settlement at an arbitrary location. The approach used here would let that settlement be useful for trade. The second goal is to minimize the amount of work done when adding new settlements. You should be able to just ignore trade productions and it will work out.
Help wanted:
- Diavolonia could use some touch up. Specifically, there were floating objects in e0m0, e1m0, e1m1, so I assume that there are some in the remaining scenes. The AI mesh in e0m0 and e1m0 was the default, so troops would prefer the river to the bridge and running into buildings to getting places. The AI mesh in e1m1 was largely disconnected and seemingly arbitrary. The other scenes could all probably use some love, and I'm a little sick of welding vertices at the moment.
- Trade goods are imbalanced. At this point I need to know what goods are being over/under produced. If you can give me reports on how trade is working, that would be appreciated. The production values for settlements can now be obtained from the cheat menu. The prices don't settle down until a few weeks into the game, so if you cheat to get your settlement developed don't expect trade to be useful for a while.
- I could probably use some more/better female victory cries that can be redistributed without licensing concerns. I haven't yet checked what other mod authors are using, although I noticed one sound I obtained is also in the Wedding Dance. If you have some, or know what has already been done, please contact me.
Todo/Known Issues:
short term:
add craftsmen and townspeople as higher classes of peasant
tie prisoner revolt chance to quality of garrisoning troops
have troops cost money
report on troop costs/effectiveness
generalize training menu
generalize giving of prisoners to prioritize high quantity stacks
check giving of prisoners for settler troops and transfer directly to population
code up bandit-takeover as putting prisoners into settlement prison
get troops to wander farther
have food withdrawn be propto square of production rates
*settlements were getting mangled titles (e.g. Manor Village)
*custom banners
medium:
?heroes can get stuck following non-existent (possibly attached) parties
add ambient noises in settlements
ability to manage trade routes
give trade goods as gifts, rep propto rarity at settlement
check Diavolonia all for AI mesh
check Diavolonia e0m1, e1m2, e2mX for floaters (merchants goods, tree to left of bridge and tree near bandit camp)
have lords shed troops if beyond significantly greater than ideal size
long:
delete native code from source
sort source into separate files
reduce max size on wandering parties and introduce roaming hordes
*completed already, in next patch
add craftsmen and townspeople as higher classes of peasant
tie prisoner revolt chance to quality of garrisoning troops
have troops cost money
report on troop costs/effectiveness
generalize training menu
generalize giving of prisoners to prioritize high quantity stacks
check giving of prisoners for settler troops and transfer directly to population
code up bandit-takeover as putting prisoners into settlement prison
get troops to wander farther
have food withdrawn be propto square of production rates
*settlements were getting mangled titles (e.g. Manor Village)
*custom banners
medium:
?heroes can get stuck following non-existent (possibly attached) parties
add ambient noises in settlements
ability to manage trade routes
give trade goods as gifts, rep propto rarity at settlement
check Diavolonia all for AI mesh
check Diavolonia e0m1, e1m2, e2mX for floaters (merchants goods, tree to left of bridge and tree near bandit camp)
have lords shed troops if beyond significantly greater than ideal size
long:
delete native code from source
sort source into separate files
reduce max size on wandering parties and introduce roaming hordes
*completed already, in next patch