After a detailed examination :
Player loses these items/heros with given probabilities when he/she is captured.
At Warband :
Each trade good with 20% probability
Each horse with 15% probability
Each weapon with 5% probability
Each armor with 5% probability
Each hero with 75% probability
At WFAS :
Each trade good with 20% probability
Each horse with 15% probability
Each weapon with 100% probability
Each armor with 5% probability
Each hero with 75% probability
The biggest difference between Warband and WFAS is probabilities at weapon lose. All weapons of player are removed at WFAS after a losing battle because a script named remove_player_aimed_weapons is called. This script is included in only WFAS. All other algorithms/methods/game rules are working as same with Warband. We removed that script so player will loss his weapons with 5% too with next patch. Additionally weapons are generally more expensive at WFAS (especially some handmade guns are extremely expensive). Maybe we can lower item losing probabilities in WFAS compared to Warband because of their extreme cost like 2%-3% for weapons and armors. I hope these changes also help problem stated here to be solved.
#script_remove_player_aimed_weapons
("remove_player_aimed_weapons",
[
(try_begin),
(store_character_level, ":level", "trp_player"),
(ge, ":level", 4),
(troop_get_inventory_capacity, ":i_size", "trp_player"),
(try_for_range, ":i_slot", 0, ":i_size"),
(troop_get_inventory_slot, ":cur_item", "trp_player", ":i_slot"),
(ge, ":cur_item", 0),
(try_begin),
(troop_has_item_equipped,"trp_player",":cur_item"),
(this_or_next|is_between,":cur_item",weapons_begin,weapons_end),
(is_between,":cur_item",ranged_weapons_begin,ranged_weapons_end),
(troop_remove_item,"trp_player",":cur_item"),
(try_end),
(try_end),
(try_end),
]),