BRYTENWALDA 1.393
Donwload: HERE
Features 1.393:
- Bugfixes.
- Update Spanish and Chinese languages.
- New random events.
-Multiplayer scenes fixed.
- Campaign AI Changes:
.General fixes
1. Put more party actions into play.
2. Resolve confusion between party size and party strength (size generally 1/20 of strength).
3. Resolve confusion between the scale of the two distance functions (one is 1/100 of other).
4. Avoid setting invalid AI objectives.
5. Prevent marshal from gathering troops at previous enemy objective.
6. Prevent marshal from getting stranded while besieging.
7. Reduce amount of village raiding, in part by removing that as faction objective.
.Problem: Lords ignore each other
1. Tweak aggressiveness setting, updating.
2. Fix marshal’s screening party (now averages 250 troops, large enough to face enemies).
3. Have marshal’s followers get aggressive close to objective.
.Problem: Factions ignore trouble at home
1. Fix parties will reinforce their weak centers (if fall below 100 troops – not below 7).
2. Faction AI more dynamic (will get more defensive as it gets smaller, damaged).
3. Defend even if have more desirable attack if not going to attack anyway.
4. Generalize marshal emergency behavior.
5. Have faction defend even without a marshal.
6. Attack village raiders as well as town besiegers.
.Problem: Small marshals run away from objectives
1. Allow weak parties to recruit before other actions.
2. Put in low-priority recruit option for all parties (not just weak ones)
3. Weak marshals levy troops from over-defended centers (leaving garrisons of 100-900).
4. Add party size component to voting decisions (weight about 50% of renown).
5. Weak marshals lose renown (thereby leading to lower size expectations & better marshals elected)
Enjoy!
Donwload: HERE
Features 1.393:
- Bugfixes.
- Update Spanish and Chinese languages.
- New random events.
-Multiplayer scenes fixed.
- Campaign AI Changes:
.General fixes
1. Put more party actions into play.
2. Resolve confusion between party size and party strength (size generally 1/20 of strength).
3. Resolve confusion between the scale of the two distance functions (one is 1/100 of other).
4. Avoid setting invalid AI objectives.
5. Prevent marshal from gathering troops at previous enemy objective.
6. Prevent marshal from getting stranded while besieging.
7. Reduce amount of village raiding, in part by removing that as faction objective.
.Problem: Lords ignore each other
1. Tweak aggressiveness setting, updating.
2. Fix marshal’s screening party (now averages 250 troops, large enough to face enemies).
3. Have marshal’s followers get aggressive close to objective.
.Problem: Factions ignore trouble at home
1. Fix parties will reinforce their weak centers (if fall below 100 troops – not below 7).
2. Faction AI more dynamic (will get more defensive as it gets smaller, damaged).
3. Defend even if have more desirable attack if not going to attack anyway.
4. Generalize marshal emergency behavior.
5. Have faction defend even without a marshal.
6. Attack village raiders as well as town besiegers.
.Problem: Small marshals run away from objectives
1. Allow weak parties to recruit before other actions.
2. Put in low-priority recruit option for all parties (not just weak ones)
3. Weak marshals levy troops from over-defended centers (leaving garrisons of 100-900).
4. Add party size component to voting decisions (weight about 50% of renown).
5. Weak marshals lose renown (thereby leading to lower size expectations & better marshals elected)
Enjoy!






