----WHOLE NEW BUNCHA HEROS----
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generic dialog for em is in module_strings
module_scripts sets their morality n junk and ties each of em to the dialog in strings
troops contains the new hero units
constants has the constant declaration for ajm_companions_begin/end which is used to iterate thru them all
inside scripts where it sets them all to use the generic dialog
game menus to make em show up in taverns
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CONSTANTS
>chance lords escape after being defeated in battle (this seems to affect them being captured by the player or AI's)
DIALOGS
>halved cost of gifts for improving relations with a lord
>>additionally, you can buy gifts to improve your relations up to 100
>relation changes (with NPCs and locations) are much more dramatic; each has been multiplied by 4
>your ranks in persuasion and the days defenders have spent starving affect your chance to persuade town/castle defenders to surrender.
>>each rank of persuasion increases your forces apparent strength by 5% when persuading the defending commander to surrender
>>for each day the defenders spend starving (no food left), your apparent strength goes up by 50% when persuading for surrender
ITEMS
>tripled food units provided by all food to coincide with food changes in food consumption trigger
>increased speed of non-parry weaps, swapped thrust/swing damage of the knife and dagger
>doubled max ammo of arrows/bolts/thrown weaps since nothing under the sun seems to make npc's more accurate
GAME MENUS
>cattle follow instead of flee
>lord will pay out 12,000 if you request a location you've conquered and he awards it to someone else
>allowed hotkey use in the siege menu (so you can look at inventory, party, etc)
>added menu text for defenders surrendering due to starvation (sieged till they ran outta food)
>>currently this isn't actually seen, it just goes straight to the after-battle freed/captured prisoner interface.
>improvement build times (prison tower, mill, etc...) have been drastically reduced
>you collect taxes from ALL your fiefs by visiting any one of them
>siege towers build faster
>SIEGES
>>defenders will try to wait you out for 3 days after they run outta food
>>>after that time, they will surrender
>>>during that time, defenders may sally out in an attempt to break your siege
>>>>they have a chance to sally out once every 12 hours
>>>>the number of troops advantage/disadvantage will make them more/less likely to sally out
>allow player to attack even if relationship is positive
>you can besiege anyone regardless of relationship
>changed menu text to clearly identify recruiting prisoners as being affected by persuasion
>recruiting from villages is now affected by persuasion.
>>each rank of persuasion increases the number of volunteers by 1 (if there are any volunteers to be had), and reduces the denar cost by 1 (taken out of 11 denars base cost)
>each rank of persuasion increases the amount of supplies villagers bring out for you by 3% when you force them to give you supplies
>each rank of looting increases amt of loot you get for raiding villages by 3%
>each rank of looting increases the number of cattle you steal by 1
SCRIPTS
>companions all get along
>renown increases max party size quicker; every 5 morale increases troop cap by +1 (mostly affects player)
>party size has no affect on morale
>being your king's buddy has 10x more affect on him giving you conquered locations
>the one who initiates a siege has a better chance than before of being awarded the conquered location
>player is always in command of all allies on the field, not some dumbass ai lord
>trade skill reduces trade penalty by 7% per skill rank
>repeatable quests from lords, village elders, etc, are repeatable 2x faster
>the max food stores of towns/castles are now randomly determined each 8 hours, from 10-100 percent of the normal max.
>>actually possible now to starve out a place if you show up at a time when their food stores are 'running low'
>Pretty drastically shifted price determination towards the player's favor
>>those previously puny lord ransoms will seem pretty good now cause 2000 denars will actually buy some stuff now
>the troop wages displayed in the party window include the total amt you must pay to everyone, not just units in your party currently
>the level of prisoners is added to 50 to determine how much you get for selling them
>each rank of prisoner mgmt lets you handle 10 prisoners
>you can handle 5 prisoners even w/o ranks in prisoner management
>persuasion affects number of villagers you recruit and commission of recruiting, as noted under GAME MENUS section
>Siege towers should move a lot faster while moving up to the castle/town
>Leadership is A PARTY SKILL... kinda
>>The highest Leadership skill of the party is used to determine max party size, BUT...
>>only your Leadership skill applies to wage reduction, morale, and recruited prisoner desertion chances
>>IMPORTANT NOTE! Leadership now counts wether the companion is wounded or not,
>>>so you don't have to worry about suddenly losing your army cause your charismatic co-leader
>>>got all gung-ho about running their face into a pointy object
TRIGGERS
>armor/weap merchants have x10 avail gold (between 2-4k), goods/horse merchants have x2 avail gold (between 1-2k)
SIMPLE TRIGGERS
>imprisoned lords escape much less often, and the check is only made 1x per week.
>>Prisoner mgmt skill of the player reduces escape chances
>food consumption easier to predict in-game for player party (1 unit eats 1 food each 24 hrs)
>>Every 24 hours, each unit in your party eats 1 food
>schools add +1 to your relationship with the town each week, instead of +1/month (roughly 4x as much)
>bandit spawning is done every 12 hours, instead of 36. Tired of empty maps and hunting eternally for those 'troublesome looters'
>>Looters are guaranteed to be spawned at the quest-center you got the looters quest from, and they will patrol around it
>>>even if they get chased off, they'll return to patrol around the center
>takes less time to plunder & raze a village
>renown does not deteriorate each week
>prisoner management actually reduces escape chances for your captured lords by 2% per rank
>>base escape chances are 30 in party, 15 in castle/town, 5 in prison tower
MISSION TEMPLATES
>HEY, THIS ISN'T CURRENTLY IN RIGHT NOW. in sieges, normal open-ground battles, and village raids, both attackers and defenders get up to 100 waves of reinforcements.
>>basically, this means battles are start to finish without a menu screen in between battles.
SKILLS
>updated some descriptions to be more informative