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What feature do you mostly want to add?

  • Religions Improvements: pray, spendable Piety Points, branches, deeper immersion

    Votes: 90 19.8%
  • Offices: town/guild/kingdom council, vote for tax level/more profit, war/peace

    Votes: 235 51.6%
  • Revised Traits: more traits, buy/train traits, gain upon actions

    Votes: 130 28.6%

  • Total voters
    455

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Hello. Thank you very much for this great mod, its fantastic! All that line with craft system is awesome! But i dont understand: im smelting silver and gold ingots and go to city to sell it... Why da hell with my trade skill 3 gold ingots sells for 460 and silver ingots 1125!!?? When i look to buy - gold cost more that silver, as it should be.
 
Somebody slap me, please.

310 days into my third playthrough I realized that I can disable tournament "enhancements" in the camp menu. I feel like a complete moron now; also, the mod just got 10x more enjoyable.
 
Hey Quintillius!

I want to congratulate you for the mod again, I played it when it was still in the 2.0 iirc and I loved it, it had some stuff I didn't like/didn't work but you changed/fixed them and after playing the 4.1 yesterday I can remember why I felt this was one of the best mods out there.

You've done and continue to do an impressive job with this!

Also, I can't recall if it was before, but I just noticed some scenes are basically recreations of the marvelous The Guild 2 Renaissance game; simply brilliant!
 
Thank you!  :smile:



Current changelog for 4.2:

FIXED ISUES
- AI sea travel bugs fixed
- Fixed Church's Tithe
- Fixed player kingdom vassals recruiting 'x'-named troops
- You can no longer build a castle on an island without port, beach or harbour to prevent AI travel bugs.
- Fixed empty inventories of tavern merchants (book sellers, jihad, crusader merchants)
- Heathen temples are now destroyable
- Fixed infinite harvesting wheat
- Fixed gold not being removed from player when building a farm
- Town options are no longer locked for players with rescue prisoner quest
- Smithy's grindstone will now add prestige and XP
- Added flag to mounted gunners so they use their firearms now
- Replaced 'Jihadist' word by 'Mujahed' for better historical accuracy
- Moved Plate Armour from tailor's items to blacksmith's ones
- Added extra conditions to prevent calculate_distance script errors
- Fixed non-controllable overhead thrust spear animation
- Added flag to make the Slaver Chief use his horse
- Fixed freezes
- No more ships stuck at Zendar or other harbours
- Restored distance for AI lords joining battles to default value.
- Players no longer pay for lords in exile
- Fixed village building message hold: 'please, move yourself another 999 cm.'
- Fixed bug where AI parties might reinforce foreign centers.



BUGS



NEW FEATURES


BALANCING / POLISHING
- Improved world geographical map by rounding coast edges


NO BUGS




TODO
- Lords attacking player's colonies feature is disabled for now.



CREDIT




-----------------------------------------------------------------------------------------------

© Quintillius - Nova Aetas
 
Quintillius said:
Thank you!  :smile:



Current changelog for 4.2:

FIXED ISUES
- AI sea travel bugs fixed
- Fixed Church's Tithe
- Fixed player kingdom vassals recruiting 'x'-named troops
- You can no longer build a castle on an island without port, beach or harbour to prevent AI travel bugs.
- Fixed empty inventories of tavern merchants (book sellers, jihad, crusader merchants)
- Heathen temples are now destroyable
- Fixed infinite harvesting wheat
- Fixed gold not being removed from player when building a farm
- Town options are no longer locked for players with rescue prisoner quest
- Smithy's grindstone will now add prestige and XP
- Added flag to mounted gunners so they use their firearms now
- Replaced 'Jihadist' word by 'Mujahed' for better historical accuracy
- Moved Plate Armour from tailor's items to blacksmith's ones
- Added extra conditions to prevent calculate_distance script errors
- Fixed non-controllable overhead thrust spear animation
- Added flag to make the Slaver Chief use his horse
- Fixed freezes
- No more ships stuck at Zendar or other harbours
- Restored distance for AI lords joining battles to default value.
- Players no longer pay for lords in exile
- Fixed village building message hold: 'please, move yourself another 999 cm.'
- Fixed bug where AI parties might reinforce foreign centers.



BUGS



NEW FEATURES


BALANCING / POLISHING
- Improved world geographical map by rounding coast edges


NO BUGS




TODO
- Lords attacking player's colonies feature is disabled for now.



CREDIT




-----------------------------------------------------------------------------------------------

© Quintillius - Nova Aetas

Thanks for making this great mod and also update it!
 
Update: Pirates!


This time, I only need one picture.

ISl3mLE.png


Several fixed spots in the Old World and New World will have pirates patrolling there.
Narrow channels which funnel shipping into predictable routes creates opportunities for pirates, so perhaps you'll want to sail around such channels.
 
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