Native Expansion Patch - It's official now!

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Lav

Sergeant Knight at Arms
Native Expansion Unexpectedly Official Patch v0.609b.
Savegame-compatible starting from 0.608b2 Unofficial Patch.
Savegame compatibility with 0.608b vanilla Native Expansion is not guaranteed!

Congratulations to all players! Native Expansion Unofficial Patch is officially going official!

Download links have been removed from this thread as the new Native Expansion v0.609b is going to be published soon. Please be patient.

For any new versions, please check the main download thread of Native Expansion.

This thread will remain for all eternity as the undying... err, I'm not sure as what actually. But it will remain!

Patch 0.609b (Sep 20, 2014) changes:
  • Arena is in use. Merged Tournament and Arena menu options. Regular arena is now unavailable during tournaments.
  • Town menu reorganization. Moved player's enterprise menu option to merchants menu.
  • Town menu reorganization. Moved NE Blacksmith menu option to merchants menu.
  • Town menu reorganization. Moved "Manage Garrison" and "Reinforce Garrison" menu options into "Manage town/castle" menu. Might need a different name for it.
  • Town menu reorganization. Moved recruitment orders into Manage town/castle menu. In the situation when player can recruit nobles but cannot manage the town, he will still get "Recruit nobles" menu option in the main town menu.
  • Safe game start. Changed menu items order in game-starting menus for Brutality and Dark Knight, so the first option is always the safe "proceed forward" one.
  • Town menu reorganization. Added new town menu "Talk to locals". Moved talking to guild master and visiting lady to this menu. Also added options to talk directly to tavern keeper, ransom broker (if in town) and book merchant (if in town).
  • Skills balance - Persuasion. Recruitment relation requirements modified somewhat for peasants and nobles: player's allegiance, status and persuasion are taken into account. Foreign nobles will require at least some positive relation to be recruited.
  • No elites for scoundrels. Elite troops now require Honor to be recruited, modified by player's persuasion. Regular lord needs Honor >= 20 - Persuasion, faction marshal needs Honor >= 20 - 2 * Persuasion, while faction leader needs Honor >= 10 - 2 * Persuasion.
  • Interface arc - Settings. Module Settings presentation: it is now possible to change player's kingdom color, name and nobility title set. Other options will be added as time goes along. Currently available nobility title sets: Byzantium (default), Arabic, Persian, Polish, Spanish, English, Japanese, Soviet :twisted: and American :cool:. Contributions are welcome.
  • Interface arc - Settings. Completely moved all game settings to new settings screen and replaced the camp settings menu.
  • Interface arc - Settings. Companions Overseer now can be turned on and off as looting interface.
  • Interface arc - Settings. Implemented key configuration in Settings screen. Settings screen is now officially complete except for any future changes in the game design. Note that all key-activated features (including Overseer) will become unaccessible with this patch unless player defines keys for them.
  • Interface arc - Settings. Turning wounding system on and off now has an immediate effect on active wounds. Also, severity of wounds is affected by brutality mode (attributes are affected by 1 point without brutality and by 2 points with it).
  • Better logging. References to lords, locations and factions should now be proper links in all log messages. Older log messages will remain as they are.
  • Better management. If player is marshal or king, he now can sponsor constructions in other lords' fiefs by paying 50% of the cost. Note that the price and time is calculated using the average of the best engineer in player's party and the royal engineer (level 1 normally, level 2 for player's kingdom with logistics advisor hired).
  • Map visual enhancement. Tweaked default colors for player's party (yellowish white), player's kingdom (blue) and outlaws (red). Existing games will be unaffected. These colors can be changed easily now anyway in the Settings screen.
  • Better dialogs - patrols. Expanded dialog with patrols a bit when player is marshal or king of the same faction. It is now possible to relieve patrols of their prisoners, and to point them to a different area within the kingdom.
  • Bugfix - correct numbers. Noble troops price could be displayed incorrectly sometimes.
  • Bugfix - you can't eat barrels. Removed food bonus modifiers from Ale and Wine as these are not really food items.
  • Bugfix - no need to tell twice. Removed display of extra screen with results of last combat round when using Companions Overseer for looting.
  • Bugfix - bandits? what bandits? It was possible to rest at village manor despite village being infested by bandits.
  • Bugfix - once is enough. Removed duplicated dialog option to give troops to your lord.
  • Bugfix - I said once is enough! Village militia quest will not be offered if the village already has a militia.
Patch 0.608b8 (Sep 17, 2014) changes:
  • Bugfix - self reference. When asked to tell about location of all lords, lords will no longer tell about themselves.
  • Bugfix - error spam. Noble title assignment script was cleaned up to prevent red error spam in some situations.
  • Bugfix - useless menu. Finally removed "Give troops to garrison here" option from where it wasn't needed.
  • Bugfix - wrong menu activation. When trying to recruit nobles in town but not having enough money, player was thrown into village menu.
  • Bugfix - double clicks Removed double clicking sound when clicking most buttons in Companions Overseer.
  • Advanced formations. Enabled Warband advanced formations (telling soldiers to form several lines, ordering to fire on player's command only, ordering left flank/right flank/center to fire, telling troops explicitly to use ranged or melee weapons). Can be disabled by modifying module.ini file and setting use_advanced_formation parameter to 0.
  • No more capital/court duplication. Removed the court/capital duplicating each other. Player's kingdom capital is now where his court is. Moving players court will move his capital and advisors, as well as change all NE capital-related calculations.
  • Town menu cleanup. Moved "Move your court here" menu option to "Manage this town/castle" menu so it wouldn't clutter menus of all player's towns and castles.
  • Town menu cleanup. Removed "Manage your kingdom" menu entirely.
  • Town menu cleanup. Moved advisor recruitment to minister dialog. Note that you need a proper minister to hire advisors.
  • Better reports. Implemented Fiefs Status report. Player must be a lord or a king to use this report.
  • Better reports. Implemented Construction report. Player must be a lord or a king to use this report.
  • Better reports. Implemented Military Alerts report. Player must be a lord or a king to use this report.
  • Optimization. Optimized patch graphics content to reduce patch size.
Patch 0.608b7 (Sep 8, 2014) changes:
  • Expanding dialogs arc. Added a dialog option with lords to ask about location of all other lords in the kingdom.
  • Enhancing reports arc. Expanded Relations report screen to include last known location of all known lords.
  • Bugfix - lost loot. Fixed Companions Overseer bug when ctrl-clicking "Retrieve" button. Now correctly loads player's inventory with the best stuff from both player's inventory and loot (freeze your inventory slots with right mouse button that you do not wish to be included in this behavior).
  • Expanding dialogs arc. Added Ransom Broker dialog option to sell all prisoners at once, at 10% discount.
  • Better sieges and raids. Implemented Caba'drin's fix to allow player movement (within certain range) while raiding villages or besieging castles. Removed siege menu options to access party and equipment as player now can do pretty much anything for as long as he doesn't stray too far from the besieged center.
  • Expanding dialogs arc. Added a dialog option to ask lords about their attributes and skills, when relation and/or persuasion are high enough.
  • Better noble titles. Implemented more variable nobility titles, lords now get their title depending on their status (faction ruler or the best fief they hold). Had to rename a couple of kingdoms to prevent inconsistencies. Player faction gets it's own set of titles - Byzantium-based for now, but there are plans to allow player to pick any available set (including native kingdoms and several custom ones).
  • Bugfix - duplicate functionality. NE's town/castle menu option "give troops to garrison" was appearing even when there was vanilla "manage the garrison" option present.
  • Enhanced map icons. Implemented a major enhancement of game map icons - almost all mobile parties now have unique party icons. Lords get their icon according to their faction and status (regular lord, marshall and king). Player's own visual representation on the map also received a buff. No special icons for lords of player's own kingdom and dark knights (may come in the future though). Change is savegame-compatible, but for an existing game all parties will get new icons gradually instead of instant replacement. Credits for new graphics go to Dedal, Slawomir of Aargh, Somebody and yours truly. :smile:
  • Bugfix - repeated gifts (hopefully). Liege's gift to player if player's relation with the king is high enough was repeating for some reason. Have no idea why, everything should work perfectly, but just in case I've implemented stricter restrictions. Please report if in your game you receive king's gift more than once.
  • Enhancing reports arc. Added Companions Overseer to Reports menu for easier access (can still be accessed by pressing "O" on the global map).
Patch 0.608b6 (Sep 3, 2014) changes:
  • Skill balance: Tracking. Tracking skill now increases chances to catch a defeated enemy lord (2% per skill level).
  • Skill balance: Spotting. Spotting skill now increases chances to catch a defeated enemy lord (1% per skill level).
  • Skill balance: Pathfinding. Pathfinding skill now increases lord's chances to escape after defeat (1% per skill level). Does not do anything for player.
  • Skill balance: Ironflesh. Ironflesh skill now reduces incoming damage by 1 point per skill level.
  • Surrender option returns. Fixed surrender logic for outnumbered enemy defenders as with increased troop levels in Native Expansion old force calculations resulted in never surrendering enemies. Now behavior of outnumbered garrisons is much more reasonable.
  • Alternative deathcam. Implemented an alternative version of deathcam with freestyle mouse rotation.
  • Arwa the Strip-Tease fix. After one of previous patches, pretender Arwa lost her body armor when player is visiting the castle she's in. Fixed that.
  • Character and Companions report. Added Hero and Companions Report, integrating Character Report and Companions Mission Report.
  • Dark Knights fixes. Fixed renown for dark knights. Existing saves will be updated automatically.
  • Dark Knights fixes. Dark Knights will never betray their Dark Lady, nor will their Lady indict them for whatever reason.
  • Dark Knights fixes. Dark Lady is now much more decisive and won't waste weeks to decide who gets what village. Any centers Dark Knights capture will be distributed within days, and sometimes hours, after capture. They should also become much more aggressive and more prone to go on the offensive.
  • Dark Knights fixes. Dark Knights should no longer waste their time on random feasts when there are lands to conquer.
  • Dark Knights fixes. Player can no longer make peace with Dark Knights. Maybe a possibility to join the DKs will be re-introduced in the future, but for now DKs will remain the Threat of All Existence. Players beware.
Patch 0.608b5 (Aug 28, 2014) changes:
  • Extra options during siege. Added options to view own party and inventory to siege menu, so player can upgrade/reorganize his troops and change his equipment before the assault. Dialogue and player's own character sheet are unfortunately unavailable.
  • Player's conquests are remembered. If player captures the center and asks for no rewards, he's still remembered as the one who captured it and thus stands a greater chance to get it anyway.
  • Knocked out during sally does not equal retreat. If player is knocked out during defenders' sally but his troops are victorious, it is now possible to proceed with the siege instead of retreating.
  • Bugfix - persistent lairs. Fixed the problem of bandit lairs not disappearing after being cleaned up.
  • Reorganized Reports menu. Reports for party size, party morale, faction relations and known lords have been re-made. Available both through Reports menu and on the Reports tab of the Notes screen.
  • New report: troop trees. Added faction troop trees display to Reports menu (3rd party OSP pack, credit to dunde and Caba'drin).
  • New report: political map. Added political map display to Reports menu (3rd party OSP pack, credit to rubik).
Patch 0.608b4 (Aug 21, 2014) changes:
  • Bugfix - town siege, inner keep. If player was defeated during third stage of town siege, it was impossible to retreat. Should work now.
  • Bugfix - script error spam. Cleaned up code in a few places that resulted in script error spam.
  • Cleaned up item modifiers. Several item modifiers that had no gameplay effects (except for rarity and price) were removed from game items.
  • Improved Trade Goods. Trade goods now come with a great variety of modifiers, making trade potentially more profitable.
  • Patch for Deliver Grain quest. Quest rewards are higher if player brings large bags of grain.
  • Goods Merchants. Money for merchants dealing with trade goods have been increased yet more.
  • More ammo. A number of item modifiers have been enabled for arrows, bolts and thrown weapons.
  • Leaving the faction through dialog. As a workaround for being unable to leave the faction due to not being assigned your due fief, implemented a dialog option to keep your fiefs when renouncing oath. This option incurs a serious penalty to player's honor and controversy though.
  • New heraldic items. Several heraldic armors have been added to the game. Might need stat balance to properly fit with NE items.
  • Lords civilian clothing. All lords are now wearing heraldic clothing when in castles.
  • Village elder names. Provided names to all village elders, more or less compatible with their culture.
Patch 0.608b3 (Aug 06) changes:
  • Fixed Village Icons. Villages no longer reset to the same icon a few game hours after game start.
  • Item Requirements in Overseer. Companions Overseer now displays item prerequisites and matches them for player and currently active companion.
Patch 0.608b2 (Jul 27, 2014) changes:
  • NPC Rebalance. All recruitable NPCs have been balanced to fit with player's power level. "Fantastic Four" was brought down to Earth as they had like 20-50 more character points than player would at their level, and their character levels have been slightly reduced to allow player greater flexibility in training and upgrading them. All other NPCs retained their levels, but their attributes and skills have been buffed to match player at similar levels.
  • Arrows/Bolts Fix. Original NE was a bit of a mess here, with vanilla +6 arrows still being sold in stores and Iron Bolts dealing more damage than Steel. Fixed that (more or less).
  • Arena Melee Fights Patch. Replaced archers in Arena melee fights with a sword-wielding horseman. Never could understand what an archer is doing in melee fights anyway. Also rewards for melee fights have been redone completely, and participating in melee fights is now an extremely viable option for a starting character, both in terms of gold and xp.
  • Merchant Inventory Regen. Remade code for inventory regen of armor and weapon sellers. They'll have more randomized wares now, and their old stock will slowly be replaced with new stuff (while any items not matching merchant's specialty will be removed from the inventory in a day). Also, merchants in general get slightly more gold, and get more gold as the player progresses in levels.
  • Updated Companions Overseer. Updated the presentation to version 1.20, and integrated it as the standard looting interface.
 
Unofficial Native Expansion Patch v0.608b3 released.

Patch 0.608b3 changes:
  • Fixed Village Icons. Villages should no longer reset to the same icon a few game hours after game start.
  • Item Requirements in Overseer. Companions Overseer now displays item prerequisites and matches them for player and currently active companion.
Check starting post for download links.
 
For future .603b4 patch.

Okay, observed the "cannot secede from kingdom" bug myself. Apparently when there're several centers recently conquered, the game is likely to forget those that have been captured and requested by player. As the result the center is allocated like it's been captured by some NPC, with player not getting the opportunity to get upset and secede (because, well, from the game's point of view the player has nothing to be upset about).

As a quick patch solution, I've introduced a new option to "I want to be released from my oath" dialog with player's liege - player can now break off while keeping all his centers, becoming at war with his former faction as the result.

Aug 18. Accumulating further for later .603b4 patch:

* Bugfix: If player was knocked out when trying to overtake castle's inner keep, it was impossible to retreat.
* Bugfix: fixed minor (no effect on gameplay) bugs resulting in error spam in a few places.
* Removed several unused item modifiers from code (freeing up item modifiers for later use).

Aug 18 again. Accumulating further fixes.

* Enhanced trade goods and food somewhat - they now have lots of various modifiers. Exquisite foods are pricey, but great for morale.
* Delivering large bags of grain for village elder quest yields greater reward, prosperity and relations bonus.
* Increased money for regular merchants so they can pay for those expensive trade goods.
* Improved variety of ammo and thrown weapon modifiers. Ran into some conflict with existing names (like "Tempered Steel Arrows"). Solved by removing identical named modifiers for such items, but there's still confusion between "Tempered Steel Arrows" and "(Plain) Tempered Steel Arrows".
* Leaving the faction by renouncing your oath and keeping your fiefs now results in loss of honor and large increase of controversy. Leaving because you've been grieved by king not assigning you a fief you conquered does not result in honor loss/controversy increase.

Aug 19.

* Added a number of heraldic items to the game.
* All lords now wear heraldic clothing in the castles (will not work unless game is started with patch 0.608b4 or higher).
* Provided names to all the village elders instead of weird placeholders (will not work unless game is started with patch 0.608b4 or higher).

Aug 21.

*. Fixed error messages spam in a situation when a town with elite units building present is captured by enemy but not yet assigned a lord.
 
I wonder if anyone is interested in the Unofficial Patch. There are some downloads in the logs, but overall silence makes me believe that my once favorite mod is pretty much dead. :smile:
 
I'm interested... i have loved this mod but is full of small bug so if u are able to correct them i will follow you.

Dark Knight bugs are the more annoying: they arrive, they conquer...and then they leave dark knight to become swadia od Rodok???

After Dark Knight are gone the game become too much simple, so my suggestion is to create a Dark Knight Reign if is possible...
 
Unofficial Native Expansion Patch v0.608b4 released.

Patch 0.608b4 changes:
  • Bugfix - town siege, inner keep. If player was defeated during third stage of town siege, it was impossible to retreat. Should work now.
  • Bugfix - script error spam. Cleaned up code in a few places that resulted in script error spam.
  • Cleaned up item modifiers. Several item modifiers that had no gameplay effects (except for rarity and price) were removed from game items.
  • Improved Trade Goods. Trade goods now come with a great variety of modifiers, making trade potentially more profitable.
  • Patch for Deliver Grain quest. Quest rewards are higher if player brings large bags of grain.
  • Goods Merchants. Money for merchants dealing with trade goods have been increased yet more.
  • More ammo. A number of item modifiers have been enabled for arrows, bolts and thrown weapons.
  • Leaving the faction through dialog. As a workaround for being unable to leave the faction due to not being assigned your due fief, implemented a dialog option to keep your fiefs when renouncing oath. This option incurs a serious penalty to player's honor and controversy though.
  • New heraldic items. Several heraldic armors have been added to the game. Might need stat balance to properly fit with NE items.
  • Lords civilian clothing. All lords are now wearing heraldic clothing when in castles.
  • Village elder names. Provided names to all village elders, more or less compatible with their culture.
Check starting post for download links.

There probably won't be new Unofficial Patches for awhile.
 
Starting accumulating changes for future 0.608b5.
  • Added options to view own party and inventory to siege menu, so player can upgrade/reorganize his troops and change his equipment before the assault. Dialogue and player's own character sheet are unfortunately unavailable.
  • If player captures the center and asks for no rewards, he's still remembered as the one who captured it and thus stands a greater chance to get it anyway.
  • If player is knocked out during defenders' sally but his troops are victorious, it is now possible to proceed with the siege instead of retreating.
  • Bugfix: fixed the problem of bandit lairs not disappearing after being cleaned up.
  • Added lord's faction in "List known lords by relation" report menu. This is a temporary solution as I intend to check out some 3rd party presentations to add to the mod, and one of them will probably replace this screen entirely. UPDATE: converted Game Concepts notes screen into Game Reports screen and placed the Relations report there, integrating both Factions and Lords relations reports. Also converted other info pages to placeholders for remaining reports, these will be filled as time goes on.
  • Added faction troop trees display to Reports menu.
  • Added political map display to Reports menu.

Planned, but not yet implemented/fixed stuff:
  • Some pretenders are naked as some armors are no longer considered civilian.
  • Manhunters tree is full of clones.
  • Review stats for new heraldic armors, they're identical to Native but seem to mismatch with NE analogs.
 
Looks cool, trying it out right now!

I have a question though: in what way are old savegame files not compatible with the new patchtes? It seemed to load just fine.

And I also have a suggestion: haven't tried it with your patches, but in old Native exspansion the manhunter line was broken, with all succsessive tears of them having farmer like skills and equipment.
 
Alron said:
Looks cool, trying it out right now!

I have a question though: in what way are old savegame files not compatible with the new patchtes? It seemed to load just fine.
It should load, but bugs are quite possible after that due to incorrect identifiers.

Alron said:
And I also have a suggestion: haven't tried it with your patches, but in old Native exspansion the manhunter line was broken, with all succsessive tears of them having farmer like skills and equipment.
Tocan said:
hey Lav i would recommend to take a look at the weapons proficiency of the troops. some are really illogical... it was one reason to make a own mod.
I'll probably have a look at troops in general at some point. Until then, if anyone points me to a problematic troop(s), they'll get fixed ahead of schedule.

Re: manhunters. Yeah, they're all identical and level 10. Sucks to be them. :smile:

Will add them to 0.608b5 patch. They should make sense as a troop tree that's armed with blunt weapons only.
 
Found a bug: When attacking a Bandit lair, it doesn't disappear afterwards and you can loot it over and over again.
 
Alron said:
Found a bug: When attacking a Bandit lair, it doesn't disappear afterwards and you can loot it over and over again.

I haven't seen this with either bandit or sea raider lairs; you might need to upload a save game for that one.
 
I haven't seen this with either bandit or sea raider lairs; you might need to upload a save game for that one.

It's actually a Desert Bandit lair. I'd guess it's probably got to do with the new loot and companion interface.

Here's the save: http://www.mediafire.com/download/b16s7m1wbgr7l0o/sg02.sav
 
Alron said:
It's actually a Desert Bandit lair. I'd guess it's probably got to do with the new loot and companion interface.
Most likely, I've replicated the problem in my own game.

Update: and promptly fixed. Adding to future 0.608b5.
 
For the sake of experiment, converted Notes / Game Concepts screen into something more useful, namely, Game Reports. It is extremely convenient that links to lord and kingdom info pages actually work from inside Notes screens, unlike game menus. First report to be implemented was Relations report, combining both "View faction relations" and "View known lords by relations" reports. Now with blackjack and hooke... erm, I mean with hotlinks! Yeah, that!

Screenshot (click to open full version):


Adding to future 0.608b5.
 
Unofficial Native Expansion Patch v0.608b5 released.

Patch 0.608b5 changes:
  • Extra options during siege. Added options to view own party and inventory to siege menu, so player can upgrade/reorganize his troops and change his equipment before the assault. Dialogue and player's own character sheet are unfortunately unavailable.
  • Player's conquests are remembered. If player captures the center and asks for no rewards, he's still remembered as the one who captured it and thus stands a greater chance to get it anyway.
  • Knocked out during sally does not equal retreat. If player is knocked out during defenders' sally but his troops are victorious, it is now possible to proceed with the siege instead of retreating.
  • Bugfix - persistent lairs. Fixed the problem of bandit lairs not disappearing after being cleaned up.
  • Reorganized Reports menu. Reports for party size, party morale, faction relations and known lords have been re-made. Available both through Reports menu and on the Reports tab of the Notes screen.
  • New report: troop trees. Added faction troop trees display to Reports menu (3rd party OSP pack, credit to dunde and Caba'drin).
  • New report: political map. Added political map display to Reports menu (3rd party OSP pack, credit to rubik).

Check starting post for download links.
 
This post will contain status for future 0.608b6 unofficial patch.

Implemented:
  • High Tracking and Spotting skills for player's party now decrease chance for lords escape (not by much, but every bit helps). Lord's Pathfinding skill now increases his/her escape chances.
  • Fixed surrender dialog: NE troops have noticeably higher levels, with vanilla party strength calculations surrender option was essentially meaningless. Additionally, for as long as garrison strength was within "surrenderable" limits, stronger garrisons required smaller force advantage to agree to surrender which did not make sense so I reversed that. Now garrisons of up to ~100 soldiers (very rough estimate) might agree to surrender, but player must really impress them.
  • Alternative version of deathcam with freestyle mouse rotation.
  • Modified Ironflesh skill as it was probably one of the least useful ones. Now the skill also reduces damage received from all sources by 1 point per skill level. This makes 1 point of Ironflesh equivalent to 2 points of armor level.
  • Fixed Arwa the Pearled One state of undress (existing saves will be updated automatically). All lords, kings and pretenders should be properly dressed now.
  • Added Hero and Companions Report, integrating Character Report and Companions Mission Report.
  • Fixed renown for dark knights. Existing saves will be updated automatically.
  • Dark Knights will never betray their Dark Lady, nor will their Lady indict them for whatever reason.
  • Dark Lady is now much more decisive and won't waste weeks to decide who gets what village. Any centers Dark Knights capture will be distributed within days, and sometimes hours, after capture. They should also become much more aggressive and more prone to go on the offensive.
  • Dark Knights should no longer waste their time on random feasts when there are lands to conquer.
  • Player can no longer make peace with Dark Knights. Maybe a possibility to join the DKs will be re-introduced in the future, but for now DKs will remain the Threat of All Existence. Players beware.

Planned:
  • Manhunters tree is full of clones.
  • Review stats for new heraldic armors, they're identical to Native but seem to mismatch with NE analogs.
  • Implement remaining report pages on Notes screen.
  • Inventory access before normal battle.
 
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