Native Expansion Patch - It's official now!

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Hello Lav, again thank you for your contribution to this patch which was basically dead.

There seems to be a bug of some kind.

In my save, I am currently the King of my own Kingdom, and when I try to rescue the lords of other factions (which have no bad relations) in other towns/castle. Even though I defeat all the guards, the lords that I am trying to rescue seem to perceive me as an enemy, and I end up injuring them again, because I cannot even escape... I haven't tried this (rescue) with my lords, and also haven't tried when I tried to save other lords when I am free from any factions (including mine). Can you check if this bug?
 
i used to play this mod A LOT, on old m&b and on warband. haven't played it since last year and unfortunately i have no time to play anything now but massive respect and thanks to Lav for bringing this mod back from the dead. this mod definetly deserves it.
cheers!
 
kimdh155 said:
In my save, I am currently the King of my own Kingdom, and when I try to rescue the lords of other factions (which have no bad relations) in other towns/castle. Even though I defeat all the guards, the lords that I am trying to rescue seem to perceive me as an enemy, and I end up injuring them again, because I cannot even escape... I haven't tried this (rescue) with my lords, and also haven't tried when I tried to save other lords when I am free from any factions (including mine). Can you check if this bug?
Sure, added to the list.

On another note, 0.608b8 is going to have formations from Napoleonic Wars enabled. This will change combat orders hotkeys somewhat, but IMHO extra flexibility is worth it.
 
Is it possible to add a mode that dark knight will completely conquer all towns and castles in Caldaria?
I just tested. They got 4 Veagir town and then, for a while, Nord and Veagir got 2 towns back. The progress seemed to be held at that point.
By the way, the graphic look old  :grin:
 
Hurray, I have managed to reproduce "player becoming hostile with his kingdom" situation, albeit accidentally. It seems the game sometimes spawns patrols which belong to "Player's Faction" instead of player's kingdom. If the player attacks such a patrol, he will become hostile with his own kingdom. Still have no idea how the game would spawn such a patrol, but at least now I have something specific to look for. :smile:

As for buffing up Dark Knights, it's in the plans.
 
Major troops and items rebalance will most likely break savegame compatibility, which is something I'm trying to evade for the moment. It is in the longer-term plans though, as there are plenty of things I'm not quite happy myself.
 
Just had to make an account here to show my gratitude for this mod. Really amazing work done here and it makes me want to keep on playing the game even after about 300 hours logged of vanilla, just because it makes the game better again  :smile:

I also wanted to suggest 2 things which should be fairly easy to implement and would at least make this more enjoyable for me.

1) Is there any way you could implement a feature for adding units to your "Personal Guard"? I know that you make this yourself as a separte army group to use in battle, but what I was thinking here is that this is to be a guard where the max amount of people might be 4-6 or something like that and they would follow you around when you walked around the villages, cities and castles. It would also be great (although some people might consider this to make certain quests too easy) if this guard would also protect you when you get attacked by bandits and assasins in the city, when you are rescuing are prisoner from a prison and similar special events. Would just make sense in my opinion since I don't really feel like an emperor should be walking around and perhaps even getting wounded by forest bandits... I would though suggest to only make this a thing when you at least have become a lord so that it actually makes sense :smile:

2) My 2nd ties in with the first in that I would also really like for there being a button in the menu with "Hold positions", "Stand closer" ect. in combat where it said "Protect me". What would happen then is that the regiment/regiments you had selected would form a ring around you and follow you around basically just trying to ensure that you are not attacked by hammering everything that comes close down (or get slaughtered if you made this out of farmers...).

I personally feel like these two suggestions makes sense and should be fairly easy to implement, but I am no programmer so I have no clue really :wink:

I any case, you have my gratitude :smile:
 
Actually, a couple of your companions is already escorting you whenever you're under attack from assassins. They do not appear in normal town missions - adding them is not a problem, but they wouldn't do anything except get under your feet and obstruct your own movement.

Regarding your second idea, next version of the unofficial patch will have troop formations from Napoleonic Wars unlocked. There's no circle, but tactical flexibility is still going to be better than vanilla Warband.
 
Mensch said:
1) Is there any way you could implement a feature for adding units to your "Personal Guard"? I know that you make this yourself as a separte army group to use in battle, but what I was thinking here is that this is to be a guard where the max amount of people might be 4-6 or something like that and they would follow you around when you walked around the villages, cities and castles. It would also be great (although some people might consider this to make certain quests too easy) if this guard would also protect you when you get attacked by bandits and assasins in the city, when you are rescuing are prisoner from a prison and similar special events. Would just make sense in my opinion since I don't really feel like an emperor should be walking around and perhaps even getting wounded by forest bandits... I would though suggest to only make this a thing when you at least have become a lord so that it actually makes sense :smile:

I love this idea  :idea: :idea:
 
Kazuki` said:
Mensch said:
1) Is there any way you could implement a feature for adding units to your "Personal Guard"? I know that you make this yourself as a separte army group to use in battle, but what I was thinking here is that this is to be a guard where the max amount of people might be 4-6 or something like that and they would follow you around when you walked around the villages, cities and castles. It would also be great (although some people might consider this to make certain quests too easy) if this guard would also protect you when you get attacked by bandits and assasins in the city, when you are rescuing are prisoner from a prison and similar special events. Would just make sense in my opinion since I don't really feel like an emperor should be walking around and perhaps even getting wounded by forest bandits... I would though suggest to only make this a thing when you at least have become a lord so that it actually makes sense :smile:

I love this idea  :idea: :idea:

Me too, I'd also like to see you being escorted in a carousel. haha
 
Native Expansion Unofficial Patch v0.608b8 released.

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.
Check starting post for download links. It is recommended to backup your savegames before applying the patch, just in case. Since 0.608b6 debacle I'm testing my patches for savegame compatibility before deploying, but you can never be too careful.
 
This post will contain status for future 0.608b9 unofficial patch.

Implemented already:
  • Merged Tournament and Arena menu options. Regular arena is now unavailable during tournaments.
  • Moved player's enterprise menu option to merchants menu.
  • Moved NE Blacksmith menu option to merchants menu.
  • Bugfix: noble troops price was dependent on "Need renown to recruit noble troops" setting. Fixed price to always be 100 denars.
  • Moved "Manage Garrison" and "Reinforce Garrison" menu options into "Manage town/castle" menu. Might need a different name for it.
  • 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.
  • 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.
  • 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.
  • Bugfix: removed food bonus modifiers from Ale and Wine as these are not really food items.
  • References to lords, locations and factions should now be proper links in all log messages. Older log messages will remain as they are.
  • 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).
  • 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.
  • Completely moved all game settings to new settings screen and replaced the camp settings menu.
  • Companions Overseer now can be turned on and off as looting interface.
  • Bugfix: removed display of extra screen with results of last combat round when using Companions Overseer for looting.
  • 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.
  • 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).
  • 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.
  • 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 1 point with it).
  • Village militia quest will not be offered if the village already has a militia.
  • Bugfix: was possible to rest at village manor despite village being infested by bandits.
  • Bugfix: removed duplicated dialog option to give troops to your lord.
  • 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.
  • Changed menu items order in game-starting menus for Brutality and Dark Knight, so the first option is always the safe "proceed forward" one.
Reported bugs:
  • Confirmed: When encountering allied lord who's raiding a village, villagers are "joining the battle on your side".
  • Refusal to deliver a letter from lady to lord supposedly results in bugged dialog.
  • Could not reproduce: Reported issues when player as king is trying to rescue lords from other kingdoms from imprisonment.
Planned/possible/considered modifications:
  • Balance new heraldic items.
  • Increase Dark Knights reinforcements to make them last longer.
  • Change horse and general merchant inventory regeneration along the same lines as weapons and armor merchants work.
  • Bring battle tactical interface up to speed to support new advanced formations.
  • Improve battle auto-resolve code (make combat calculation fully dynamic, taking heroes skills and equipment into account, get rid of compile-time calculations). Requires upcoming 1.161 Warband patch.
Known bugs. Fixing them might require breaking savegame compatibility, so they're probably not going to be fixed until the next major release of Unofficial Patch.
  • Confirmed: Manhunters troop tree is full of low-level clones.
  • Confirmed: Mamluke and Cataphract loadouts are partially switched.
Planned/possible/considered features (possibly savegame-incompatible):
  • Quest line for player to join Dark Knights or spy against them.
  • Allow player to create his own patrols when he's just a lord.
  • Add a few more Dark Knights lords to allow them to cover a bigger territory.
  • Implement factional bandit trees (similar to what has been planned by mod developers before the mod was abandoned).
 
"Confirmed: When encountering allied lord who's raiding a village, villagers are "joining the battle on your side"."

This a bug? In every version or mod i have played so far, villagers always join the battle on the non-raider side, even when it's a ally of yours doing it.
 
Btw: I love the recent mod update so far, but every single model on the map (the models for the groups of people) have been replaced with a completely black version of the vanilla textures... Plus horses in battle are also extremely weirdly textured...

Other then that it seems good :smile:

EDIT: Yeah most textures have become quite weird. The Caravan Master now got a mix between a plate armor set and a rag it seems like...
 
Mensch said:
Btw: I love the recent mod update so far, but every single model on the map (the models for the groups of people) have been replaced with a completely black version of the vanilla textures... Plus horses in battle are also extremely weirdly textured...

Other then that it seems good :smile:

EDIT: Yeah most textures have become quite weird. The Caravan Master now got a mix between a plate armor set and a rag it seems like...
What version of NE did you have before applying the Unofficial Patch?

And I assume you are playing a previously existing savegame?
 
Lav said:
Mensch said:
Btw: I love the recent mod update so far, but every single model on the map (the models for the groups of people) have been replaced with a completely black version of the vanilla textures... Plus horses in battle are also extremely weirdly textured...

Other then that it seems good :smile:

EDIT: Yeah most textures have become quite weird. The Caravan Master now got a mix between a plate armor set and a rag it seems like...
What version of NE did you have before applying the Unofficial Patch?

And I assume you are playing a previously existing savegame?

The way I did it was

1) Download M and B: Warband on Steam.

2) Download the first link at the start of this thread.

3) Then the previous version of this patch.

4) And now I downloaded the current version of this patch and continued on my game.

I have though checked and although both me and my buddy have tried to start new games, the problems persists.
 
Hmm, if new games have the same issue, then something is wrong with your installation.

Can you archive me some files from your Native Expansion [BETA] folder? Namely:

1. All files from that folder with the exception of main.bmp and map.txt.
2. Subfolder .src if it's present in your installation.

No other subfolders are necessary, they'll just swell the archive size without actually being useful.

Just drop that archive anywhere and give me a link.
 
Lav said:
Hmm, if new games have the same issue, then something is wrong with your installation.

Can you archive me some files from your Native Expansion [BETA] folder? Namely:

1. All files from that folder with the exception of main.bmp and map.txt.
2. Subfolder .src if it's present in your installation.

No other subfolders are necessary, they'll just swell the archive size without actually being useful.

Just drop that archive anywhere and give me a link.

Will do it as soon as I can tomorrow. Getting a bit too late over here for that now I am afraid.

While I am at it there is also a few other minor "weirdnesses" happening within my installation (I have tried reinstalling a few times even though I am not quite sure how much that have really done to help me...) and have been happening for a while. Namely that for some reason most, but not all , mercenary bands, Forest Bandits, Sea Raiders ect. of people wanting to pillage you, have the colour of a very, very vibrant pink on the overland map while the others have the normal grey colour to their text. Is this supposed to be like that or is that also just an anomaly?

Not a big problem at all and I would understand very well if you can't look into it, but just something I thought I would mention. I should probably also mention that the colour of their font does change as it should to a darkish blue when they are part of a quest and that it seems like there is a very, very large amount of bandits being spawned in my game. I am not even bull****ting when I say that I have seen "armies" of 10s of bands ganging up on lords (especially in the Rhodoks lands) and even taking out armies of over 150 units... Personally I have also randomly been attacked by 400-500 bandits at once which I would sorta say is a bit too much for my taste... If this is the way it is supposed to be then that would not be a problem of course.

In any case: I will get around to sending the files tomorrow and my apologises for bringing up other random crap before I have even been able to send anything to help you look into this  :oops:
 
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