Historic Thread for Floris Workshop Development.

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Windyplains

Grandmaster Knight
WB
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Windyplains
Dawg of War

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Silverstag Features


Kingdom Management
Domestic PoliciesGoing beyond naming and troop differences, your culture can set its own policies that influences its main focus, how it interacts with neighbors, how desertion is handled, how your culture views slavery and the kind of cultural unity your troops have.
Royal DecreesSpecial times call for special measures and as a ruler you’ll be able to enact specific decrees to alter how things are handled within your kingdom from forcing conscription to focusing efforts on rebuilding.
Regional PatrolsUp to three customizable bands of soldiers are at your command, if you can afford their upkeep, to patrol the lands around your fiefs and keep the bandit population down.
Garrison TrainingGarrisons can be setup to train along customized paths where you can choose the chance that a troop will be upgraded into one path or another as long as you can afford their purchasing price.
Garrison RecruitmentStocking your garrison can be setup as an automated process that is heavily dependent upon your actions within the game, the prosperity of the surrounding area and if you can afford to purchase them.
Cultural RecruitmentThrough your minister you can alter your kingdom’s culture causing each of your villages to provide recruits of your designated culture and vassals under your control can be set to use them as well.
Castle TreasuryAs the owner of a keep you can designate to store some of your wealth locally which is then used to pay for garrison recruitment and training.  You can also setup a regular allocation from your weekly income to avoid needing to make regular deposits.
Prisoner CaravansAs you travel around you’ll encounter prisoner caravans making their way to the salt mines.  These caravans can be raided for their prisoners or for their earnings when they are on the return trip.  You’ll even be able to commission them yourself as owner of a keep.

Companion Management
Advisor (Castle Steward)Companions can be assigned to take over the day to day management of a keep, handle hosting tournaments, oversee construction projects and serve as a hub for center based quests.
Advisor (Captain of the Guard)Assigning a Captain of the Guard allows you to setup regional patrols, control recruitment to and training of your keep’s garrison.
Unique Auto-Loot SystemA uniquely customized auto-loot system allows for an extensive degree of control over how your companions will upgrade their equipment as you want them to.  You will rarely ever need to manage your companion’s equipment unless you wish to.
Party Role (Storekeeper)Having a storekeeper assigned within your party allows someone else to manage purchasing, storing and serving food for your army.
Party Role (Quartermaster)Assigning a companion as your storekeeper allows them to take over the process of picking up battlefield loot, storing it and selling it to available merchants as you visit towns.
Party Role (Jailer)Instead of relying upon the player’s prisoner management skill you can assign a Jailer that will sell off your prisoners as you visit towns.
Book ReadingEven companions can be assigned books to read and carry them for benefit.
Import / Export CapabilityCompanions can have their attributes, skills, proficiencies and stats carried over from one save game to another in the same manner as the player.

Center Improvements       
Parallel ConstructionUp to three improvements may be constructed in parallel and at a slightly improved speed to maintain balance with the rest of the changes.
Damage & RepairsWhenever a village is raided or a keep is successfully taken then all improvements within stand a chance of being damaged.  If improvements sustain too much damage without being repaired then they will be destroyed entirely.
AI ScriptingThe AI lords will also take advantage of fief improvements, using a scripted priority to decide when to build them and then repair them as needed.
New ImprovementsAlong with the system tweaks comes a list of new improvements that improve the prosperity, income or defense of your fiefs, but some of these enhancements will require an upkeep taking directly from the income of a location.

Character Creation
Consolidated PresentationThe mod features a custom built character creation process that consolidates all of the starting menu choices into one screen and combines the elements of your background into single story.
Stat PreviewInstead of having to start a character to see how the combination of backgrounds fit together from a statistical standpoint you’ll be able to see the benefits of your background right at character creation.
Added BackgroundsSeveral background choices have been rebalanced, but numerous new options have been added to allow for greater starting diversity.
Difficulty SettingAs part of starting your game you can select a different level of difficulty that will alter the strength of your enemies or the difficulty of your quests.  This should improve replay value depending on your preference in difficulty.

New Quests
Tournament QuestsYour character will regularly be invited or hear about tournaments in the world.  Attending will improve your standing within the realm while refusing an invitation could harm it.
Nobility QuestsWith property comes responsibility.  At times your Castle Steward will need to call your attention back at your home keep to discuss issues of importance to defending your lands.
Companion QuestsMore than simply travelers on the road, some companions have unfulfilled stories that you can take part in helping them with.  A companion freed of their background story will have a much greater degree of loyalty to aiding your cause.
Village QuestsThe frequency that villages will need help will be increased and they’ll have new issues requiring your assistance.  Instead of randomly having quests chosen for you the Elder will give you a list of available quests to choose from.
Guild Master QuestsTown mayors are now less picky about which quests you take and let you pick from those that are available instead of randomly assigning them.

Redesigned Tournaments
Customizable equipment optionsWhat you wear and wield within a tournament is available as a selection of options instead of randomly assigned.  This lets you tailor your participation to the fighting style you prefer most.
Customizable difficulty scalingRecognizing that there is a wide range of difficulty preference in players the tournament system can be scaled to control how many teams, how large they are and how strong your opponents, but your choice influences the rewards you win if you place in the tournament.
Unique betting systemInstead of the native’s all or nothing betting system, the Silverstag tournaments allow you to bet on how well you will perform within a given round with the payout scaling based on how difficult your goal will be to achieve.
Enhanced AIWith a greater control over what you’ll be wielding and removing the chance of disqualification due to being knocked out the enemies have been significantly improved in difficulty.  They’re faster, hit harder and know when to switch between melee and ranged weapons dynamically.
Revamped arena scenesTournament scenes have been entirely overhauled, using Adorno’s Arena Overhaul Mod, making them less of a cavalry stampede.  For folks who prefer the native tournament design they can choose which scenes will be used on a town by town basis.
Customizable designThe default tournament is uniform throughout the different cities, but absolute control over what kinds of weapons the AI will use, their appearance and the scenery fought in is given to the player with decisions being customized on a town by town basis.
Scaled RewardsRewards include monetary gain, enhanced items, increased renown and improved relations with each of these scaling based upon the difficulty settings you’ve chosen and how well you perform within a given tournament.
Hall of RecordYour record of performance is tracked within each city letting you see how much you’ve won and how well you’ve performed in past cities.

Battlefield Control
Troop FormationsBattlefield formations have been added to allow the armies of the player and his enemies to form up shield walls, cavalry wedges and into tighter ranks.
Customizable Deployment PhaseOrders for how divisions should form up can be designated prior to entering battle or issued during a paused deployment stage at the initiation of combat.
Expanded OrdersAdditional options exist for your troops, such as deploying pavise shields, igniting arrows or firing in united volleys.

Credits for Non-members

Floris Mod TeamLeaving your liege's faction.
SphereModmerger
Game Options kit
Dynamic Arrays system.
Caba'drinPre-Battle Orders & Deployment
Fast Travel Pausing
Trade Ledger
MotomataruBattle Formations
AdornoArena Overhaul Mod
jriderEnhanced Relation Reports (1.2)
DundeDynamic Troop Tree Viewer (1.0)
rubikTroop Ratio Bar
Configuration screen for purchasing food.
Companion import / export capability
NemchenkEthnic Troops
DOMACinematic Compilation
MadocComadrinCustom Clan Banner Pack

Installation Instructions

1. Warband Version:
You can use any version of warband from 1.153 or later.  Anything later than 1.153 just means that when the WSE loader is used it will default to its own copy of 1.153's engine.  So if you play via steam and have 1.154 installed this isn't a problem as long as you always start the game using the WSE loader.
2. Where to install things:
The .rar file comes with two folders.  One will be the "Floris Workshop" mod and the other will be a copy of "WSE v3.1.5".
[*] Floris Workshop: This is installed like any other mod.  Put it in your "..\Mount&Blade Warband\Modules" folder so that the path looks like "..\Mount&Blade Warband\Modules\Floris Workshop".
[*] WSE v3.1.5: If you already have a copy of the WSE v3.1.5 (and it needs to be that version) then you can simply delete the new WSE folder.  If you don't have this WSE folder then it needs to be installed in your warband module folder in the same manner as the workshop one was.  So "..\Mount&Blade Warband\Modules\WSE v3.1.5".
3. How do I run the game?
Inside of the "WSE v3.1.5" folder you'll find an application called "WSELoader".  Run that application and it will automatically start Warband.  Note that for some anti-virus programs this will flag as being a potential virus due to how WSE works with Warband.  If you're brave enough to ignore that and continue on then have a great time enjoying the mod.  If that sounds too risky you'll just have to find a different mod to run with.  In the meantime I'll be figuring out if I can afford a new vacation based on what I find on your computer, but don't mind that.  :wink:
 

Windyplains

Grandmaster Knight
WB
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Version 0.14 - 3/10/13
  • Save Game Compatibility: Maintained! (from v0.13+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)

Bug Fixes:
  • Map travel has been slowed down to the native speed.
  • Battle continuation should now be working properly in the field.
  • Debug message spam that disables the message log should no longer occur.
  • Health regeneration should be functioning as intended now.
  • Nissa Part I quest should no longer spawn a list of script errors when talking to the elder upon arrival.
  • Nissa Part II quest should properly load contestants to fight.
  • Nissa Part II quest should now trigger her dialog instead of an empty string.
  • Books added in v0.12 will now be readable by the player via the camp menu.
  • Fire arrows now work again.

Appearance:
  • All travelers, minstrels, book merchants and ransom brokers have unique names.

Conveniences:
  • You now have a “never mind” option to escape out of the “I’d like to ask you something” option during a companion conversation.
  • A mod option has been added to enable / disable the troop ratio bar in combat.
  • A mod option has been added to enable / disable troop prefixes similar to the ones used in the Floris Mod Pack.
  • Travelers can now be paid to tell you were minstrels, ransom brokers and book merchants are located.
  • Companions may now have their character history exported and imported.

Quest Pack 5:
  • New Quest (villages): Sending Aid.

Version 0.13 - 3/2/13
  • Save Game Compatibility: Broken!  Sorry folks, had to be done for this update.
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)

Bug Fixes:
  • Defeated patrols will no longer display a host of script errors, but will be cleaned out when you try to access information about them.
  • The list of troops for setting upgrade paths while speaking to the Captain of the Guard will now display if you’re using a faction that isn’t the custom player faction.
  • When you withdraw money from the treasury you’ll now receive it.  Novel, huh?
  • AI heroes will now appropriately upgrade their village improvements.
  • The diplomacy in-game guide now has a credits page.
  • Sending Nissa on a mission to support you as king should no longer cause repeated errors due to a non-existent rival wanting to object.
  • The “show all items” screen should no longer show the “Invalid Item”.
  • Numerous heraldic items were worth only 1 denar and now have more realistic values.
  • Recruiting from villages during mandatory conscription should no longer cause DIV / 0 errors and should no longer cost you money.
  • When summoned to your hall by a steward the quest shouldn’t fail to continue on to the reason you were summoned for.  (Failed npc_map_talk_context).
  • Replacing an advisor when none is currently assigned should no longer result in script errors.

Conveniences:
  • The game option for bodyguards is now a menu that allows limiting them to a number between 1 and 4 or disabling them entirely.
  • The trade ledger can be accessed from the town marketplace and personal reports menus once you have assessed local prices at least once.

Game Balancing:
  • The price of salt is now cheaper at the salt mine.
  • Advisors may now be appointed by speaking to a companion directly.  This allows you to appoint them as a vassal instead of being a king.
  • Indicted lords have their controversy reset to prevent the being stuck in a controversial loop.  (Credit: Zsar)

Appearance:
  • A new regional name generator has been added.  This allows every NPC, permanent or quest related, to be dynamically named based upon the culture they’re from.  Each NPC has now been given unique names.
  • Several new mercenary company names have been added.


New Option: Mod Difficulty
  • A new “mod difficulty” option has been added to the character creation process that alters a number of features designed at making the mod “easy”, “normal”, “hard” or “very hard”.  The default setting is normal.
  • The game difficulty setting found in the mod options has been removed.
  • Mod Difficulty now alters:
    • The size of AI parties.
    • The size and composition of initial garrisons for castles and towns.
    • The strength of troops AI parties use to rebuild their party.
    • The maximum number of bandit and deserter parties that spawn on the map.

Book Improvements:
  • Added 5 new standard readable books for tracking, training, first-aid, prisoner management and charisma.
  • Added 2 new specialty readable books.
  • Added 1 new standard reference book for path-finding.
  • Standardized the cost of all books based on the benefit type they give.
  • Readable books now display what they do in their tooltip.
  • Book merchants now have their inventory re-shuffled when they change locations.

Village Quest System:
  • Village quests no longer have quest-based cooldowns.  Instead they are gated by village-based cooldowns.  Quest A may be completed in Village A and then immediately started in Village B, but Village A won’t have any quests available again for a few days.
  • New Quest (villages): A Craftsman’s Knowledge.

Included Mods:
  • Trade Ledger by Caba’drin.  Adds a new “personal report” presentation for tracking trade values in towns whenever you assess prices.
  • Dynamic Arrays by Sphere.  More of an under the hood addition to support the trade ledger, but added for my notes.
  • Cinematic Compilation by DOMA.  Adds a number of graphical & sound improvements.  Only included on the “cinematic download” copy.
  • Ethnic Troops by Nemchenk.  More racially diverse facial codes.

Removed Mods:
  • Quest Pack 2 (Trade Quests).  For those who may have discovered these they were not ready for release yet and should have been blocked from triggering.
 

Bankoleva

Squire
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Version 0.12 - 2/13/13
  • Save Game Compatibility: Maintained! (from v0.07+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • Your quartermaster shouldn’t ninja sell books you give him now.
  • Party emoticons should actually be disabled now and stay that way.
Conveniences:
  • You can now turn in partial prisoner amounts in quest “Capture Prisoners”.

Version 0.11 - 2/12/13
  • Save Game Compatibility: Maintained! (from v0.07+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • Fixed inaccurate key command names from being displayed within the key config screen and during troop deployment.
  • Lords that have defected to your kingdom will not be affected by your weekly relation changes until accepted as a vassal.
  • The garrison training troop selection list shouldn’t spawn invalid troop errors when using a custom culture now.
  • Disabled Emoticons due to occasional crash-to-desktop issues.
  • Removing an appointed castle steward now cancels any associated quest given by that steward with the exception of the mercenary contract.
  • Quest “Raise Troops” should no longer assign “veteran fighters” as a goal.
  • When troop tiers are displayed they should no longer account for upgrading bandits.
  • Deserters shouldn’t have naked veteran fighters within them any longer.

Conveniences:
  • New game option added to prevent “pop-up” notifications.
  • Game option for pausing fast travel refined into a pop-up menu to select between “Any Enemies” (current functionality) and “Actual Threats” (only pauses for enemy heroes, hostile groups as large as your own or anyone actively seeking to attack you).
  • Fast travel should now pause if a party related to an active quest is near at any setting.

Game Balancing:
  • No fief relation percentage penalty reduced from -75% to 0%. 
    I feel like the native penalty for this is sufficient.
  • Quest “Raise Troops” requires troops to be upgraded a little less than native now.

Center Improvements:
Training Grounds
Applicable: Towns & Castles
Cost: 5,000 denars
Effects:
  • Increases the chance of upgrading a soldier during garrison training by 5%.
  • Reduces the cost of garrison training by 10%.
Book Improvements:
  • Reading speed is now directly set by character intelligence.  (14 INT = native speed)
  • Companions can now be assigned to read books in their inventory via the companion management menu options.
  • Advisors can be given books and will read at a slower pace when not in your party.

Version 0.10 - 2/10/13
  • Save Game Compatibility: Maintained! (from v0.07+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • Nissa should give a proper final comment after completing her story arc.
  • The slaver availability setting in kingdom management should now work properly.
  • The “restore defaults” button in the game options now works.
  • Morale changes for other parties should not display anymore.
  • After combat you will always be directed to the autoloot menu even if no companion has this enabled to allow for quartermasters to pick up loot.
  • A companion kicked out of the party will perform any companion role turnover to the player as needed.
  • Fixed several tooltips within the kingdom management report.
  • The weekly budget no longer refers to your party using random party names.
  • Tournaments should no longer occasionally have looping noises stuck playing.
  • When companions quit they will be removed from any party roles now.
  • Lord holdings screen should no longer show % relation changes if you aren’t ruler.

Conveniences:
  • Prisoner caravans no longer show on the weekly budget unless one is active.
  • Added option to pause fast travel when enemies are near.  (Credit: Caba’drin).
  • PBOD preferences have been merged into the main game options screen.
  • Your minister now has an option to let you drop ownership of a fief.
  • Post combat debrief now displays kill counts by “heroes”.  (Credit: Custom Commander)
  • You can now ask an advisor to see their character screen.
  • When asking a lord or lady for the location of someone, they will note their relatives.

Appearance:
  • Altered the appearance of the game mod options order & added title bars.
  • Weekly budget altered so that it is easier to read the numbers.

Game Balancing:
  • Advisors now gain 10 renown & 250xp each week while holding office.
  • Requesting your Castle Steward to host a tournament costs 8000 denars now.
  • Hosting a tournament via the Castle Steward improves town relation by 3.
  • Normal tournament spear speed increased from 85 to 95.
  • Enhanced tournament spear speed increased from 85 to 90.

New Advisor: Captain of the Guard
  • Each castle or town you own may have a Captain of the Guard appointed to accomplish the following:
    • Setup, disband and maintain regional patrols.
    • Oversee recruitment to the keep's garrison.
    • Oversee training of soldiers stationed in the keep's garrison.
    • Manage access to the town's treasury for financing the above options.

New Systems:: - I went into detail describing these at their linked posts.

Version 0.09 - 1/24/13
  • Save Game Compatibility: Maintained! (from v0.07+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • Companion advisors should now display properly in the companion mission report.
  • Storekeepers will now auto-buy food when leaving a fief if so configured.
  • The storekeeper’s description text in the “assign party roles” screen now properly displays the food variety morale bonus when using the alternate morale system.
  • Hired mercenary parties now build their party based upon their named culture, not the one of the city they were spawned within.  Note: As a result the mercenary parties will go through some odd changes for a week.
  • Renewing a contract with a hired mercenary party should no longer lock up the game.
  • Hired mercenary parties should now attempt to replenish their numbers with recruits.
  • Hired mercenary parties should now attempt to upgrade their troops every 14 days.
  • Mercenary parties will now expect payment weekly after renewing their contract.  Previously this was not occurring.
Game Balancing:
  • Staying within a city grants a 33% chance of reducing march penalty by 1 every 6 hours.
  • Hired mercenary parties will now attempt to upgrade their troops every 14 days down from 30 days.
  • Characters with persuasion 2 or greater may attempt haggling mercenary party costs down by 15% when it comes time to renew their contract.
Conveniences:
  • Center notes now display any improvements built or in construction, any player owned enterprises and description on how the center views the player.
  • The “View Lord Holdings” presentation has been changed as follows:
    • A lord’s renown value is now displayed under their name.
    • A lord’s reputation type is now displayed under their name if previously met or the lord is a vassal under the player.
    • The initial faction displayed upon opening should always be the player’s.
  • Morale changes are now displayed on the message log in green or red coloring.
Center Improvements:
  • Raiding or besieging parties now have a 0.5% chance per point of looting of dealing double damage to an improvement.  Lords begin with a 2% chance with certain lords gaining bonuses based upon their reputation type in addition to their looting skill.
Enhanced Diplomacy:
  • Vassals are now given a boost to weekly relation gain based upon fiefs owned.  If no fiefs are owned by a vassal then it becomes a penalty.  These values may be subject to change, but I'd like to see how they play out.
    • +30% for each village.
    • +55% for each castle.
    • +75% for each town.
    • -50% for having no fiefs.
  • New game option added to force vassals, with the player as ruler, to reinforce their party with troops from the player’s chosen culture vs. their original one.

Version 0.08 - 1/21/13
  • Save Game Compatibility: Maintained! (from v0.07+)
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • Scene exits within towns should work properly instead of displaying a “.”.
  • Fixed division by zero errors from diplomacy_get_player_party_morale_values when switching from native morale system to the alternate one.
  • The salt mine now enters into its own town menu instead of the last town visited.
Conveniences:
  • Companion inventories can now be directly accessed from the town marketplace.  No really, I’m not kidding this time.
Game Balancing:
  • Disabled castle garrison patrols until the Captain of the Guard feature is introduced giving it more control options for players.

Version 0.07 - 1/17/13
  • Save Game Compatibility: Broken!  Sorry folks, had to be done for this update.
  • Compatible Warband Version: 1.154
  • WSE Minimum Required Version: 3.1.5 (included)
Bug Fixes:
  • PBOD menus should now show the proper 'F#' values.
  • Accessing a companion's inventory menu is limited to the first 11 companions unless they are one of your party roles to prevent being stuck in that menu.
  • Raiding villages should no longer yield only butter at times.  (And there should be much rejoicing.)
Conveniences:
  • Companions that are turned into vassals will no longer have their equipment removed.
  • The native banner presentation now has a "previous page" button.
  • The tournament in-game guide has been added to the "Reference Material" menu.
  • A new Diplomacy in-game guide has been added to the "Reference Material" menu.
  • You only need to go through the introduction for ransom brokers once now.
  • Companion inventories can be directly accessed from the town marketplace.
Game Balancing:
  • AI opponents during “elimination mode” tournaments have been buffed slightly, but still remain a little easier than “performance mode” opponents.
  • Party unity range extended from -30/+30 to -40/+40.
  • Upon being made a vassal companions retain any current renown they built up from tournaments and their maximum starting renown has been improved from 200 to 400.
  • Hero escape chance from the player party has been increased from 5% to 15%.
  • Hero escape chance from the player party is reduced by 1.3% per point of prisoner management.
  • Time before a lord without a party will respawn has been increased from 48 to 96 hours.
Appearance:
  • Fixed the background color for dozens of banners.  Still more to go.
  • Moved PBOD's split party assignments to the "Party Reports" menu.
Companions:
  • New Companion - Nissa.  This is taken directly from the Odval companion of Floris created by Monnikje.  I wanted to have her in the game so that her story arc quest chain could be tested without having her directly identical to Odval as I'll likely make changes along the way.
  • Added new morality type: "egotistic".
  • Added new morality type: "gladiator".
Quests:
  • New Quest Chain - Nissa's Redemption.  This adds 5 new quests centered around the new companion Nissa.  Completing the entire story arc successfully (on the hard setting) adds the option for permanent loyalty for this companion.
Included Mods:
  • Emoticons by Lav.  Adds rotating icons displaying AI behavior on the map.  This can be disabled in the main mod options.
Enhanced Diplomacy:
  • A large number of game balance values have been tweaked to give each kingdom a different culture and balancing point.  These have been split into "Domestic Policies" and "Royal Decrees".  Players may also set these values when they are the head of their own kingdom.  I won't go into great detail here as the in-game tooltips for this system are very comprehensive.
  • The new "Kingdom Management Report" can be accessed under "Kingdom Reports" in the "reports" menu.
  • Domestic Policies:
    • Cultural Focus
    • Border Control
    • Military Diversity
    • Slavery
    • Troop Desertion
  • Royal Decrees:
    • Mandatory Conscription
    • Code of Law (commons)
    • Code of Law (nobility)
    • War Taxation
    • Sanitation Standards
    • Period of Reconstruction
    • Public Executions



Version 0.06 - 7/20/12
  • Save Game Compatibility: Mostly Intact!
  • Compatible Warband Version: 1.143 (Still awaiting WSE update for 1.153)
  • WSE Minimum Required Version: 2.7.1 (included)

Party Morale:
  • New Mechanic: Party Unity
    • +[ (Combined leadership of all companions & player) * 3 ]
    • Companions are ignored as troops.
    • -1 for every 3 troops of your faction in your party.
    • -1 for every troop not of your faction in your party.
    • -2 for every mercenary in your party.
  • Party size benefit to morale is capped at +30.
  • Party size benefit improved to +1 per 8 troops.
  • Food no longer provides 150% of the listed benefit.  It provides 100%.
  • Point of desertion reduced from 31 to 20 morale.
Center Improvements:
  • Mercenary chapterhouses now ensure a minimum level of 19 for mercenaries available.
  • Mercenary chapterhouses now reduce the cost of mercenaries by 40% instead of 15%.
Game Changes:
  • The town guild master can now be accessed directly from the town menu.
  • Quests from the town guild master may now be accessed via a list of options during dialog with him.
  • Brognar's voice acting pack has been removed.
Bug Fixes:
  • Slaughtering all of your cattle in a herd should no longer cause invalid party script errors.
  • Accepting or rejecting selling all prisoners to a ransom broker now ends the conversation.
  • Quest "Summoned to Hall" should now trigger properly in the intended location.

Version 0.05 - 7/15/12
  • Save Game Compatibility: Mostly Intact!  Any non-native quests in progress are canceled out of necessity, but everything else for a save game should remain intact.
  • Compatible Warband Version: 1.143 (Still awaiting WSE update for 1.153)
  • WSE Minimum Required Version: 2.7.1 (included)

Tournament Upgrade to 1.6:
  • A new "Elimination Mode" has been added tot he system.  This closely resembles the native tournament design.
    • You will not be able to select how many teams or their size in a match.
    • Participants picked to continue on to the next round go in order of: survivors, the remaining members of the surviving team, the members of the highest scoring team and then the rest of the slots go to the highest scoring participants not currently selected.
    • AI troops in elimination mode are a fair bit weaker than those found in "performance mode".
    • This new mode option can be selected in the main mod options page.
  • A new "Hall of Record" can be accessed from the tournament menu that shows your past performance in all tournaments for this game.
  • Renown gains from winning a tournament is now capped at 20 during feasts.
  • Total wins in a town that contribute to relation gains are now based on consecutive wins.  Losing resets this value to 0.

New Improvements:
Castle Library
Applicable: Castles, Towns
Cost: 4,000 denars
Effects:
  • Improves relation upon completion by 1.
  • Doubles the rate of reading progress while waiting within the castle.
  • Gives a 40% chance that a book merchant will spawn in your town whenever they are moved around.
Diplomatic Changes:
  • Rejecting a ransom offer does not incur an honor penalty while at war.
  • Giving troops to one of your vassals will improve your relation with them.
  • The starting factional disputes have been altered to even the conflicts out a little.  This won't be noticeable without a new save game.
  • Diplomatic Role: "Castle Steward" added that companions can be assigned to.  This is in an early stage of development, but allows access to fief management, serves as the quest giver of that center (instead of the generic steward) and provides advice on the needs of that castle.  This role is appointed by use of your chief minister at your main court.  Only companions may be assigned to this role and can be unassigned at any time.
  • You can now change your culture by speaking to your chief minister.  There is a basic troop tree in place for the player's culture (so you can edit it via morphs if desired) for now.  Eventually I aim to make it customizable.

Appearance & Graphics:
  • Included: "Custom Clan Banner Pack" by MadocComadrin.  I like the look of these banners far beyond the native ones.  One issue to note is that not all banners have matched background colors to the back of your outfit yet.  They still are an improvement on the native banners.
  • Several new heraldic armors have been added to the game and infused into some of the troop trees at appropriate tiers.
  • Additional minor coloration changes of displayed text have been made.  Specifically to morale changes or quest log updates.
  • Faction colors may now be altered once you are a king via the camp menu.

Reports Menu:
  • Revamped the reports menu similar to the way it appeared in Floris 2.5 to consolidate it into a smaller list of report groups.
  • Included: "Estates of the Realm" 1.0.4 presentation.
  • Included: "Show All Items" presentation from Custom Commander by rubik.
  • The new tournament log can be viewed via the personal reports menu.

Party Morale:
These changes should make morale much harder on a small company if they are not being successful, but far less painful on a mid to large sized army.
  • Party size gives a benefit for every 15 men vs. a negative equal to your current size.
  • Base party morale has been reduced from 50 to 0.
  • Leadership contributes roughly 1/3rd the benefit it previously did.
  • New mechanic: "Days on the March".  The longer you spend away from your home centers on the march the more of a morale penalty your army will receive.  This is slowly reduced as you spent more time in your own territories.

Reading Books:
  • Books that grant permanent increase should now be readable at any time and still allow you to raise a skill as high as your attributes would have allowed without it.  So if you read a +1 leadership book when your leadership skill is only 3 then you'll still be able to get leadership rank 4 with 12 charisma and then reapply the +1 bonus for a total of leadership rank 5.

Bug Fixes & Minor Tweaks:
  • Bugfix to allow the "Field of Grain" improvement to be built repeatedly.  If you've already built one the game will fix itself.
  • Bugfix to prevent the "cancel work" menu from showing if no building is in progress.
  • The "Gaoler" companion role will now sell things at the ransom broker rate vs. the flat 50 denars.

Version 0.04 - 6/26/12
  • Save Game Compatibility: Maintained!
  • Compatible Warband Version: 1.143 (Still awaiting WSE update for 1.153)
  • WSE Minimum Required Version: 2.7.1 (included)

I've accepted a lot of the ideas folks have come up with, but as a heads up for what is already in v0.04.  Feel free to still make suggestions on these ideas as numbers are fairly easy to tweak.  It's building the initial "feature" that takes time.

Improvement System Changes:
  • The AI can now build and repair improvements in their own centers based upon their available funds, but limited so as not to deplete their funds available for maintaining an army.  The AI will also prioritize repairs over new construction.
  • Castles and towns will now have their improvements damaged upon a successful siege.
  • Repairing improvements now modifies the cost of the original improvement based upon the extent of the damage.  This was an oversight in the previous version.

New Improvements:
Improved Roads
Applicable: Any
Cost: 10,000 denars
Effects:
  • Improves relation upon completion by 2.
  • Increases village income by +75 denars/week and town income by +225 denars/week.
  • Doubles the daily rate of recovery for prosperity towards the center's "ideal" value.
  • Doubles the daily rate of progress towards fixing a village from a looted state.
Fire Brigade
Applicable: Any
Cost: 2,000 denars
Effects:
  • Reduces the chance of an improvement being damaged during a raid / siege by 33%.
  • Improves relation upon completion by 1.
  • Cannot be damaged.
Forge
Applicable: Villages
Cost: 5,000 denars
Effects:
  • Improves relation upon completion by 2.
  • Generates a minor amount of income for the village elder to have as a merchant.  ~100 denars/week.
  • Adds assorted low quality weapons to the village elder's merchandise.
Mercenary Chapterhouse
Applicable: Towns
Cost: 12,000 denars
Effects:
  • The number of available mercenaries to recruit from the tavern is increased by 8.
  • The cost for recruiting mercenaries in this town is reduced by 15%.
  • Weekly upkeep of 45 denars.
Escape Tunnels
Applicable: Castles & Towns
Cost: 8,000 denars
Effects:
  • Grants 85% base chance of escape from a lost siege as a member of the defending side.  The more damaged the tunnels are, the less reliable they become.
  • Requires a weekly upkeep of 50 denars.
  • Prone to cave ins.

Coincidentally along with this change any lord, or player, that is part of the defenders of a siege that loses have a 100% chance of capture now.
Guild of Merchants
Applicable: Towns
Cost: 9,000 denars
Prerequisites: Marketplace, Improved Roads
Effects:
  • Increases tariffs of a town by 8%.
  • Improves prosperity of town by 3%.
Message Log Filtering:
  • Villages being raided should no longer show up in the log unless the village or the raider is of your faction.  If they do show up they should be colored green if your faction does the raiding or red if your faction’s village is being raided.
  • Lords being taken prisoner, freed from captivity or defeated and escape it should no longer show up unless they are of your faction.  These messages will be red/green colored based on if this is beneficial to your faction or not.
  • Castles and towns under siege should no longer display this unless you are a member of the attacking or defending faction.  Message will be colored red / green as appropriate.
  • Lords defecting will no longer appear in the message log unless they are joining or leaving your faction with red/green coloring as appropriate.
  • Messages regarding the seizing of a castle or town will show up red or green if your faction is involved or light blue if not.  These messages are not hidden.

New Mods:
  • Included: Troop Ratio Bar by rubik.

Game Changes:
  • The storekeeper will now correctly get rid of rotten food instead of simply saying he is doing it.
  • When you are attacked in the tavern you'll no longer be forced to unequip your ranged weapons.
  • You and the AI are now always captured if defending a castle from a siege and lose.

Version 0.03 - 6/22/12
  • Save Game Compatibility: Maintained!
  • Compatible Warband Version: 1.143 (Still awaiting WSE update for 1.153)
  • WSE Minimum Required Version: 2.7.1 (included)
  • Added new dialog options for noble prisoners held captive.
    • You can attempt to persuade a captive king to make peace, but you must be a king or the marshal of a faction to do this.  (persuasion based)
    • You can attempt to intimidate a captive king into relinquishing his claim to the throne causing his kingdom to follow your banner.  This is exceptionally difficult to do unless your empire easily out powers theirs.  You must be a king to attempt this.
    • You can attempt to ransom a noble for 60%.  With a high enough persuasion you can increase this to 120%, but there is some penalties involved and it is a gamble on if it works.  (persuasion based)
  • Removed the thrusting attack from the two-handed Iron Mace.  It looked silly.
  • Disabling companion complaints also prevents a companion from leaving on their own.
  • Skill Changes (testing these out):
    • Power Draw now functions based upon the Agility attribute.
    • Shield now functions based upon the Strength attribute.
    • Persuasion now functions based upon the Charisma attribute.
  • Party Size Changes:
    • Players now receive same party size boosts the AI receive for fiefs, being marshal or being king.
    • Charisma’s contribution to party size improved from 1 to 2/point.
    • Leadership’s contribution to party size improved from 5 to 8/point.
  • You now automatically gain relation boosts with allied heroes that fight in the same battle as you.  Kings and marshals receive a small boost to this while enemies may ignore it.
  • Fixed a dialog bug displaying incorrect text when granting a fief to a vassal.
  • Center Improvements:
    • Villages, castles & towns may now have three improvements building in parallel.
    • Improvement construction time has been reduced by 33%.
    • You can now cancel work on improvements mid-construction.  All progress is lost.
    • Improvements can now be damaged by raiding.  Once damaged they must be repaired to get full benefit again.  If allowed to deteriorate too far they will be destroyed.
    • You will lose 2 relation with the town for each building destroyed.
    • New Improvement: Local garrison (village) doubles the amount of time needed to raid a village and prevents bandits from infesting it.  Costs a weekly upkeep.
    • New Improvement: Planting Grain (village, castle) costs 3 bags of grain and takes 60 days to complete (unmodified by engineering), but returns 5,000 denars one time profit.
    • New Improvement: Armoury (castle, town) allows replenishment of a siege defenders’ ranged ammunition during combat.  Costs a weekly upkeep.
    • New Improvement: Marketplace (any) improves prosperity by 3% and fief income by 5%.
  • Companion Role Updates:
    • The Gaoler will no longer attempt to sell 0 prisoners upon entering town when only hero prisoners exist in the party.
    • The Gaoler will now transfer any prisoners available (including heroes) to a prison of a castle that you own upon entry.

Version 0.02 - 6/18/12
  • Save Game Compatibility: Broken!  This had to be done to add in some process improvements so future versions would be able to stay save game compatible.
  • Compatible Warband Version: 1.143 (Still awaiting WSE update for 1.153)
  • WSE Minimum Required Version: 2.7.1 (included)

Change Log:
  • Bug Fixes:
    • Fixed a dialog issue when askng a village elder for quests while not a noble.
    • Fixed a bug with script "auto_buy_food" to prevent it misfiring upon leaving a castle.
  • Game Changes:
    • Companion relation report & assign party roles menu options are now disabled if you have no companions.
    • Refined slaughtering of cattle to trigger the autolooting menu so "storekeepers" can collect the fresh beef.
    • When companions win prizes from a tournament they automatically give them to the player.
    • Imposed a maximum relation gain/loss of +/-1 for nobles when winning a tournament during a feast.
    • Removed the courtship benefit to relation gain with ladies when winning a tournament if you are married.
    • Limited town relation gain to a maximum of +3 per tournament.
    • Capped the experience gain due to high intelligence during tournaments to +50xp.
    • Added the "Gaoler" companion role.
      • Uses gaoler's prisoner management instead of the player's for determining maximum prisoner capacity.
      • Will automatically sell any prisoners upon entering town that are not heroes or needed for a quest.
      • Gains 15% of all profit earned as experience.
      • Keeps 15% of all money earned from selling prisoners.
    • Added the "Quartermaster" companion role.
      • Collects all battlefield loot valued > 50 denars from the autoloot menu.
      • Sells any goods or gear stored upon entering town, if enabled in mod options, and receives 15% of the earnings.
      • Gains 5% of all profits earned as experience.



Version 0.01 - 6/8/12
[*] Mercenary contracts allow for increased payment based on party upkeep, player persuasion and combined levels of the player and his companions.
[*] Failure to respond to the marshal or perform tasks he requests will result in an automatic dismissal of your mercenary contract.
[*] Added the ability to join an ongoing battle on any side with friend/foe identification.
[*] Lords who are hosting a feast will still gain +1 relation with you for attending even if you have 10 relation with them already.
[*] The native quest "raise X troops" has been altered to allow a partial turn in for a small extension in duration.
[*] A game option to block popup menu notifications for factions going to war, making peace, calling a truce or being involved in a border incident (if your faction isn't involved) has been added.
[*] Heroes earn additional experience for defeating enemies based upon an intelligence > 10.
 

Windyplains

Grandmaster Knight
WB
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0
Bankoleva said:
Screw checking in... your on vaca... go enjoy yourself. Not like you get paid for this. All i ask is that you comeback refreshed and in great physical and mental shape to complete 2.6.... I'm jonesing man and i need my floris fix. I'll try and survive on this subpar version but there's only so long before i start going through withdrawal symptoms and go zombie like that freak in florida.
:lol:
You realize modding here is my addiction though, right?  Car trips and such provide an opportunity.  Outside of that...nah.
 
Best answers
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Windyplains said:
For folks information, after tomorrow I will be away on vacation for a week.
And by away on vacation I assume you mean locking yourself in a room with pizza & beer and finishing Floris 2.6, right? RIGHT !?!?

Seriously though, have fun and safe travels!
 

Duh

Duke
M&BWB
Best answers
0
The time left until release is directly dependent on the amount of testers and the quality of their reports for this.

:razz:
 

Ferodaktyl

Sergeant at Arms
Best answers
0
1.Access companion inventory option leads to a blank window that further leads to closing the game ( no possible action to be taken there, not even going back to previous menu)

2.Where is the damn battle map?

3. i set the upgrade items to the companions, and they prefer (for example) to keep a 14+6 armor instead taking a  21 one. ?!?
same for the 1h weapon (all type of damage selected), does the algorithm makes a  30/96/73 falchion weaker than a 27/99/95 sword?

edit : after battle, the companions don't upgrade at all ( no weapons, no armor, no hats). Is it a different upgrading technique than what we were used to?

edit 2 : one of the companion upgraded, the other not. Still testing.

edit 3 : when going to Camp menu - Companion Autoloot options and pressing Search player's inventory the game crashes, with Opcode 8 error. I tried to put the rgl_log here, but 413 Request Entity Too Large error?!
This are the last lines in rgl_log file ( i guess there are too many error lines  :roll:)
At Script [664] als_troop_can_use_item. At Script [664] als_troop_can_use_item. At Script [664] als_troop_can_use_item. Unrecognized opcode 3803.; LINE NO: 228:
At Script [665] als_get_item_rating. At Script [665] als_get_item_rating. Unrecognized opcode 3804.; LINE NO: 229:
At Script [665] als_get_item_rating. At Script [665] als_get_item_rating. Unrecognized opcode 3805.; LINE NO: 230:
At Script [665] als_get_item_rating. At Script [665] als_get_item_rating. Unrecognized opcode 3802.; LINE NO: 4:
At Script [664] als_troop_can_use_item. At Script [664] als_troop_can_use_item. Unrecognized opcode 3800.; LINE NO: 5:
At Script [664] als_troop_can_use_item. At Script [664] als_troop_can_use_item. At Script [664] als_troop_can_use_item. Unrecognized opcode 3803.; LINE NO: 228:
At Script [665] als_get_item_rating. At Script [665] als_get_item_rating. Unrecognized opcode 3804.; LINE NO: 229:
At Script [665] als_get_item_rating. At Script [665] als_get_item_rating. Unrecognized opcode 3805.; LINE NO: 230:
At Script [665] als_get_item_rating. At Script [665] als_get_item_rating. Unrecognized opcode 3803.; LINE NO: 228:
At Script [665] als_get_item_rating. At Script [665] als_get_item_rating. Unrecognized opcode 3804.; LINE NO: 229:
At Script [665] als_get_item_rating. At Script [665] als_get_item_rating. Unrecognized opcode 3805.; LINE NO: 230:
At Script [665] als_get_item_rating. At Script [665] als_get_item_rating. ERROR: invalid opcode 8

here is all the file : http://www.2shared.com/document/JcWw6Fx-/rgl_log.html

4. After selecting the equipment for different types of battle (siege/field) i found myself empty handed in the field battle. I don't yet have tactics enough to choose anything other than Charge the enemy option, so this will subject to further verification.

5. No reports at all during battle or map travel. Not with the faction only notification option checked or unchecked. All other are checked in Game Options menu.

6. Collect all valuable items and leave ? More like leave all loot and go away empty handed. What is valuable and what is not? where do we set the minimum value?
 

Windyplains

Grandmaster Knight
WB
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0
Ferodaktyl said:
1.Access companion inventory option leads to a blank window that further leads to closing the game ( no possible action to be taken there, not even going back to previous menu)
This and most of your errors are related to the rgl_log you posted.  You're not running warband through the warband script enhancer (WSE Loader) so all of the WSE related commands the game is getting it doesn't know what to do with.

2.Where is the damn battle map?
The one you can usually leave persistent?  I haven't included it yet.  I know, I miss it too so I'll patch it in the next version.

3. i set the upgrade items to the companions, and they prefer (for example) to keep a 14+6 armor instead taking a  21 one. ?!?
same for the 1h weapon (all type of damage selected), does the algorithm makes a  30/96/73 falchion weaker than a 27/99/95 sword?
This still could have something to do with the WSE issue as the autoloot system heavily relies upon it for getting item information, but at a glance I would say the system picked correctly.  The second sword does 3 less base damage, but has 22 more reach?  I'd take that trade.  Though this is also why I am hoping to get a good amount of feedback on the rating of items as tweaking it to prefer the damage a bit more or the reach a bit less is very easy to do at this point.

edit : after battle, the companions don't upgrade at all ( no weapons, no armor, no hats). Is it a different upgrading technique than what we were used to?
I'm assuming the WSE issue is the cause, but they've all had their "enable autolooting" turned on in their autoloot configuration settings?  That option is individual to each companion which may seem odd at first, but was done to make things faster later when you no longer want a companion to upgrade at all.

edit 3 : when going to Camp menu - Companion Autoloot options and pressing Search player's inventory the game crashes, with Opcode 8 error.

4. After selecting the equipment for different types of battle (siege/field) i found myself empty handed in the field battle. I don't yet have tactics enough to choose anything other than Charge the enemy option, so this will subject to further verification.
That's WSE not being loaded.  The inventory search menu is dynamically created by WSE...without you get a blank screen.

5. No reports at all during battle or map travel. Not with the faction only notification option checked or unchecked. All other are checked in Game Options menu.
I'm not sure I follow.  With that turned on you should still see factions declare war, peace, etc... just as a dialog message only.  The menu with their banners is what is suppressed.

6. Collect all valuable items and leave ? More like leave all loot and go away empty handed. What is valuable and what is not? where do we set the minimum value?
It collects anything > 200 denars in value.  This will be turned into a player configurable setting with a default of 100 denars with the next version.  I was trying to be kind on your inventory, but now that we have a storekeeper to hold the food and we're letting you pick a companion to be a quartermaster and carry the loot...it isn't needed to be that picky.  That won't be until v0.2 though.

Thanks a lot for playing around and giving feedback as it is greatly appreciated.  Also make sure you are using warband 1.143 (as WSE won't work with 1.153 yet) and start the game using the WSELoader.
 

Ferodaktyl

Sergeant at Arms
Best answers
0
i AM using WSE
this is how i launch the game

maybe i should change the version, but this i used for 1.143
and this is wse_log.txt (2.5.2)
[12:38:37] WSE v2.5.2 by cmpxchg8b (Build date: Feb 18 2012 16:49:5:cool:
[12:38:37] WSE path: E:\games\Mount&Blade Warband 143\
[12:38:37] WSE netcode version: 5
[12:38:37] Warband version: vanilla
[12:39:09] WARNING: Unable to map WSE script code: wse_chat_message_received
[12:39:09] WARNING: Unable to map WSE script code: wse_console_command_received
[12:39:09] WARNING: Unable to map WSE script code: wse_game_saved
[12:39:09] WARNING: Unable to map WSE script code: wse_multiplayer_message_received
[12:39:09] WARNING: Unable to map WSE script code: wse_get_agent_scale
[12:39:09] WARNING: Unable to map WSE script code: wse_window_opened

edit : i see now there is  a 2.8.1 available, ill try this one

edit2 : ok, now i get the notification, and the first error, immediately after talking to the merchant and accepting the first quest
Unrecognized opcode 3606.; LINE NO: 11:
At Simple trigger trigger no: 30. At Simple trigger trigger no: 30. At Simple trigger trigger no: 30.

and the second one when encountering a band of deserters :
Unrecognized opcode 4300.; LINE NO: 10:
At Menu [0] menu_simple_encounter Menu Item [39] mno_deployment Conditions. At Menu [0] menu_simple_encounter Menu Item [39] mno_deployment Conditions.

edit3 : during first battle and after, the reports disappear again.
 

Windyplains

Grandmaster Knight
WB
Best answers
0
Well that is odd then.  The mod uses WSE 2.7.1 so maybe that is the issue.  The scripts it can't map are not an issue.  I just didn't use them.  Perhaps the opcodes I feels are invalid were added in between 2.5 & 2.7.1.

WSE 2.7.1 was included in the rar file, right?
 

Ferodaktyl

Sergeant at Arms
Best answers
0
i dl wse 2,8,1 and im running it currently wse 2.8.1.

so, i exit the game, i run it again and the reports on the map are there.
i enter a battle and the reports are gone. save, exit, run again -> ok 'till next battle.

 

Caba`drin

Count
M&BWBWF&SNWVC
Best answers
0
2.7.1 versus 2.8.1 shouldn't matter, but 2.5.2 definitely won't work.
The bottom line is WSE is not running. You simply wouldn't be getting those 'unrecognized opcode' errors if it was running.

...so now to figure out why it isn't starting for you.
Try to run the WSELoader as Administrator. Is it asking you for permission every time you launch it?
 

Ferodaktyl

Sergeant at Arms
Best answers
0
it's working now
just remind me, how many activations left after the second ? 

edit : i've been playing around a little with the tournaments.
first, the opponents are more humane  :smile:  - i've won a few with random equipment on overhauled arenas, and guess what, on lower char levels, and i didn't dare before not check lace + horse
second, i'm not 100% sure, but i think i've won 2 prizes once
third, reinforced crossbow... not exactly sure, but it seems like the previous bug - thick horse and all
 

Windyplains

Grandmaster Knight
WB
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0
Ferodaktyl said:
it's working now
just remind me, how many activations left after the second ?
I am not sure what you mean here?

edit : i've been playing around a little with the tournaments.
first, the opponents are more humane  :smile:  - i've won a few with random equipment on overhauled arenas, and guess what, on lower char levels, and i didn't dare before not check lace + horse
second, i'm not 100% sure, but i think i've won 2 prizes once
Good to hear.  I have done a bit of tweaking to the AI scaling, but WSE opens up ways to manage the enemy troop stats that I did not have previously.  I would say the difficulty has shifted towards the level 15 range for an average player, but with the new options coming in 1.153 I will have a lot more control to scale things higher or lower.  I wanted to get the system back to a point where combat on foot, if your character has enough levels, becomes realistic.  So much of my testing has been as a two-handed great axe wielding nord on foot lately.

third, reinforced crossbow... not exactly sure, but it seems like the previous bug - thick horse and all
That should not have been possible as I believe that modifier only gets considered when upgrading armor or shields.  I will have to take a look when I return.  Overall they should be making more sense though, right?  If you play on the hardest difficulty and win each round the prizes far exceed previous versions.
 

Michiko

Knight
WB
Best answers
0
This is pretty exciting. I like the sound of the new features, especially the companion related stuff. I can't wait to see this stuff in the full Floris 2.6 pack. Also PBOD 0.96.3 finally! :grin:

Tournament AI troops have been slightly reduced in power.
Yes please. Some of those tournament junkies (as of Floris 2.5x) have stupidly powerful skills.

One question. Do you think Floris 2.6 (or this for that matter) will be compatible with my saves from 2.53? I feel bad working so hard to for my kingdom only to have to start a new game to get all these features working. :sad:

- edit: More questions!

Is it possible to make lords and ladies (wives, sisters) also editable like Companions via Import/Export Character Background? The reason is I want to edit my wife's hairstyle (and maybe her clothes) to reflect the fashion/culture in our new castle home. Also, companions that you turn into vassals will never remove their helmet even in the castle during feasts, which makes them really awkward when other lords and you yourself are all relaxed and enjoying the party. Can that also be fixed?
 

Windyplains

Grandmaster Knight
WB
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0
Hanakoganei said:
This is pretty exciting. I like the sound of the new features, especially the companion related stuff. I can't wait to see this stuff in the full Floris 2.6 pack. Also PBOD 0.96.3 finally! :grin:
Please do let me know what you think of the new features on e you've had a chance to try them out.  Right now this stuff is still being developed so I am a bit more flexible with making changes based upon request.

Tournament AI troops have been slightly reduced in power.
Yes please. Some of those tournament junkies (as of Floris 2.5x) have stupidly powerful skills.
They will probably still seem extremely tough for a new character.  Just the balancing level I am aiming for came down a little.

One question. Do you think Floris 2.6 (or this for that matter) will be compatible with my saves from 2.53? I feel bad working so hard to for my kingdom only to have to start a new game to get all these features working. :sad:
Afraid not.  2.6 will definitely be save game breaking due to the number of changes being made.

Is it possible to make lords and ladies (wives, sisters) also editable like Companions via Import/Export Character Background?
I am not sure offhand how feasible that is.  I can't imagine it would be any harder than dealing with a companion though.

Also, companions that you turn into vassals will never remove their helmet even in the castle during feasts, which makes them really awkward when other lords and you yourself are all relaxed and enjoying the party. Can that also be fixed?
This belongs in the bugs thread, but we will look into it.
 

Michiko

Knight
WB
Best answers
0
They will probably still seem extremely tough for a new character.  Just the balancing level I am aiming for came down a little.
Haha don't worry. I actually just import my old character every time I start a new game. The character is over a year old, level 40 by now lol. So I'm already pretty strong to begin the game.

Still downloading. My first download attempt failed apparently, and I didn't notice until now. I'll let you know when I've given it a try.

Meanwhile, since we're on suggestions, is it also possible to allow cultural troops to spawn in taverns, aside from just the Mercenaries and Sword Sisters trees? Also, I don't know if this is already implemented in Native, because I certainly don't notice it at all, but do companion-vassals ever end up liking each other? Because whenever I ask them who they like for receiving a fief, they always talk about themselves like they have no friends. I assume it's because they don't build relationship with each other even if one rescues the other or something.
 

Windyplains

Grandmaster Knight
WB
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0
Hanakoganei said:
Meanwhile, since we're on suggestions, is it also possible to allow cultural troops to spawn in taverns, aside from just the Mercenaries and Sword Sisters trees?
Yes, but I think that two mercenary lines is enough.  I have a different plan for twn recruitment in mind linked to building improvements, but that isn't ready yet.

Also, I don't know if this is already implemented in Native, because I certainly don't notice it at all, but do companion-vassals ever end up liking each other? Because whenever I ask them who they like for receiving a fief, they always talk about themselves like they have no friends. I assume it's because they don't build relationship with each other even if one rescues the other or something.
I am guessing they were not designed to have that kind of interaction.  With the exception of the few companions of noble birth the lords certainly wouldn't like them anyway.
 

Michiko

Knight
WB
Best answers
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Yes, but I think that two mercenary lines is enough.
No I mean like if I'm in Shariz, I might be able to see a Sarranid Millet looking for work instead of (or in addition to) just a Stedinger Woman and a Mercenary Burger. I like the Mercenaries, Sword Sisters and the Freelancers, but I also like the cultural troops.

Gave it a whirl earlier and it's pretty cool so far. That reports page looks surprisingly cluttered though, even if the reformatting is supposed to make it easier to find stuff.
 
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