Mount & Blade: Warband

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XCram

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MCato

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About this mod

It works with 1.153, but not fully supported.
On the other hand, some features may not work in earlier versions.
The Mod has 3 major changes.
1) The ability to create a separate party leaded by companion.
2) Several ore mines which "produce" iron at its home centers (towns).
3) Revised troops.

Permissions and credits
......................................It works with 1.153, but not fully supported.......................................

.......................................................-version1.76.1-.........................................................

- Fixed bolt and arrows restoration after retreat. Now bolts and arrows that used in battle
are not restored after defeat. (NOTE: should we have the same after victory?)

.......................................................-version1.76-...........................................................
- Sea travel from port to port for fee.
- Modified port icon.
- Arrows, bolts and weapons lost in battle not restored in the inventory.
- Separate companion's ability retreat to friendly center after his defeat on the global map.
- Castle meeting with separate companion from menu.
- New mercenary contract end condition: ended if faction is not at war. (Not tested yet)

.......................................................-version1.7b-...........................................................
- Fixes in hiring recruits by separate companion.
- Separate companion waiting in tavern.
- Game strategic AI improved.
Now each AI battle outcome on the map depends on terrain and quantity and quality of mounted troops.
- "Escaped" dialogue improved.
- Deserters dialogue improved. Probability to hire deserters now depends on
player charisma, persuasion and some random luck.
- Brief budget report now reflects current level of expenditures.
- "Go to the marketplace" menu includes talk with Guild Master.
- More appropriate map icons of deserters.
- Improved separate companion's dialogue.
.......................................................-version1.7-............................................................
- Some fixes in NPC cavalry recruit system.
- Player party reserve. Player may choose who will not participate in battle.
- Hiring recruits in the nearest village by separate companion.
- Companion's "honorific word" ("captain", "sir" and others)
implemented to separate companion mode, instead of "commander".
- New volunteer recruit system.
.......................................................-version1.6b-...........................................................
- Some fixes in sea raider landing system.
- Some fixes in ports coordinates.
.......................................................-version1.6-............................................................
- Improved deserters dialogue.
- Improved prison guards dialogue.
- Completely separated sea raider landings AI to prevent possible bugs.
- More sea raiders defending at once during attack their landing by the player.
- Sargoth with port moved to river delta. And some other settlements coordinates changed.
- Other minor fixes.
.......................................................-version1.56-...........................................................
- Sea import system. Spices and dyes import. Accordingly to Shariz and Jelkala.
- Sea raider landings limited to 3.
- Fixed a bug where a prisoner does not appear in prison, if the city has only 1 stack of prisoners.
.......................................................-version1.53-...........................................................
- Port icon.
- New ship icons.
- Each faction uses certain kind of ship in merchant transit.
For example: caravans use galleys if travelling from sarranid port.
- Player's captives are without weapons and head armor during a talk.
.......................................................-version1.5-............................................................
- New NPC party morale system.
Each lord's party gets morale from the beginning, depending on renown. Morale changes
depending on the outcome of battles and sieges.
When morale becomes too low, <32 points of 99, deserters appear.
Deserters breaking away from the party, that is lords are losing troops from their parties.
At the same time this event raises lord's party morale by 5 points.
- Deserters may join player depending on his persuasion skill.
.......................................................-version1.4c-............................................................
- New mine icon.
- Replacement of default longboat icons.
- New ship icons. (Still not used in Mod.)
.......................................................-version1.4b-............................................................
- Important fix. Due to my old improper using one of the native scripts, routed parties endlessly were added
to garrisons, which caused serious damage to long-term game balance.
- Routed parties become of two kinds. Routed outlaws appear. They are not added to garrisons and simply disappear.
.......................................................-version1.4-.............................................................
- New player embark and disembark system. Use camp menu at sea to disembark.
- Sea encounter menu. Sea battle simulation. (Just a simulation for now.) Possibility to capture enemy ship.
- Port menu. Possibility to sell captured ships.
- New cavalry recruit system for NPCs. Swadian, Vaegir and Sarranid lords recruit mounted troops in towns.
The party leader with renown 1200 can recruit maximum 18 troops at once.
Also, mounted troops upgrade separately. It's impossible to upgrade from infantry to mounted, except caravan guards. (Note from 25.12.12: except caravan guards and vaegir marksmen. Will be fixed next time.)
- New sea raider spawn, landing, battle and common behavior system. Sea raiders become actually SEA raiders. But also they able to disembark in the coast near ports, transforming into "sea raider lair", to do raids with their separate group, as usually, and to embark after successful battle with player.
.......................................................-version1.3b-.............................................................
- Some corrections in "training grounds" hiring mercs and trainers' faces.
- Minor port fix.
.......................................................-version1.3-.............................................................
- Player prisoners' location notes.
- Consumption during the siege depends on the size of the garrison.
- Changed some settlements' coordinates on the global map.
- Active ports added.
- Ports change faction after their captured towns.
- Another attempt to set up an automatic sea trade. Each caravan, going to town with port, travels by sea if it aimed at a town also having a port. I.e. from port to port. In result, town receives 250 denars.
- My own regrettable mistake detected. It led lords including leaders to a constant shortage of money. Fixed.
....................................................................................................................................................

The Mod has 3 major changes.

1) The ability to create a separate party leaded by companion.

- Having companion with leadership skill >0 you may assign him commander of auxiliary party.
- Then you may encounter with him and exchange troops. (For example, you may give him all your infantry.)
- You may encounter with him and give orders.
Orders include:
ability to go to the nearest friendly town and wait there in castle.
ability to go to the nearest friendly castle and wait there.
setting AI "helpfulness" and initiative.

AND OTHERS.

2) Several ore mines which "produce" iron at its home centers (towns).

- There are ore mines.
- There are prison guards and prisoners in there.
- Mines have its home centers (towns).
- When it becomes too much prisoners in home centers, some of them "go working" at mines.
- The more number of workers, the more outcome, the more iron producing at home centers (towns), the less price of iron.
- If player owns any town with ore mine, he can manually fill its "garrison" -- prisoners-workers and prison guards.

3) REVISED TROOPS.

- Troops have different and more appropriate weapons and other.
- More appropriate and balanced parameters. No more meaningless indicators (e.g. 50-50-50-50-50)
- Troops have appropriate armor color. For example, Rhodocks have more green, Swadians black and white.
- Every faction has one more troop's rank, "superheroes". For example, Swadians have Swadian Baron (after Knight).
..................................................................................................................................................................................................
Here I begin to describe other features:

1) If any faction is at war, the player can become a mercenary. To do this, talk to faction leader.
Services are paid by faction leader. The higher level the player and his reputation, the greater cost his services. If you have a separate party companion, it's paid separately as a separate line in the budget. If faction leader hasn't enough money, he pays as much as can pay, but he doesn't remain in debt to the player. The player has the choice to terminate the contract or to wait for better times when his services will be paid in full.

2) All bandits appear in various places, not far from the poorest villages in each culture at the moment. Their numbers affected by the degree of depletion of the village. And territory origin affects their members. In the forest -- forest bandits appear, in winter forest -- taiga bandits appear, in the mountains -- mountain bandits and so on.

3) Much attention is paid to prisoners.
First, there are ones who escaped from prison, from a particular prison, so they really are deducted from the prison, and did not just appear out of predetermined spawn points. They are of two kinds: POWs belonging to their original factions, and bandits. If a faction is not hostile to the player and if his persuasion skill more than 3, then they can join the player for free.
Secondly, prisoners are used in mines and affect the quantity and price of available iron in the city. Their number can be up to 70, and then they start to disappear and they are replaced by new ones. (Oh, that's harsh medieval land.)
Third, there are prisoner trade. Manhunters take prisoners and able to sell them to the player, and able to sell them to the town in exchange for experience. Farmers trade with player only.
Finally, prisoners really are in prison while visiting by the player. Not all, of course, but one representative of each type. All they are concerned about what date is it today. Lords' dialogue is different. And their conversation attempts look quite nervously. Especially if they have been imprisoned by the player.

4) There are two types of mercenaries: groups of soldiers "fired" from the garrison in taverns, which are not conscripts, and professional mercenaries in "training camps". They can be hired once per 72 hours. The more persuasion skill, the more can be hired.
"Training camps" become various unique places whose existence is caused by different reasons. Obviously, Sarranid Fanatics Camp and Swadian Knights Order exist for different reasons, not just because players need somewhere to train.
Need to develop a more detailed legend of these places and put it into game.
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To be continued.
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