Mount & Blade: Warband

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mrclopes

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mrclopes

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About this mod

This is my take on Diplomacy mod. I've added couple of features and changes over the years I played this game, and I would like to share it with those who loves Diplomacy mod as me.

Permissions and credits
This is my personal modification of Diplomacy 4.3. In general, this mod increase the sandbox potential by extending it's features and adding others. I'll try to list everything I can remember:

1.2 updates and fixes (should be compatible with saved games from previous versions)
  • fixed a problem where disposed hero ladies could not be accepted as vassal if they swap kingdoms;
  • Npc lords will now exchange fiefs with other lords in order to keep their holdings close to each other;
  • effects of tactics on battle advantage has been doubled (player and npcs);
  • cannot hire mercenary companies that you have less than -5 relation;
  • when player is ruler of a faction, attacking neutral/friendly parties generates a "casus belli" and/or break any treaty they have


Major features:
  • 12 starting kingdoms plus 2 defeated for player to rise if they wish. The non-native kingdoms are actually ruled by the former pretenders.
  • Ability to kill other lords and kings.
  • Ability to appoint a new king of a player kingdom. Then you can either leave, or stay in faction as vassal.
  • Can marry NPC Kings/Queens and become a co-ruler of a Kingdom. It works similar as Diplomacy pretender marriage, but with some modifications.
  • 2 new faction troops tree - This troops uses items I took from Freds bunch of armours.
  • Mercenary parties can be hired by kingdom leaders. They are the native troops from custom battle mode.
  • In general, many features about managing a kingdom and vassals have been added/extended/modified.


Bug fixes from Diplomacy and Native game:
  • Fixed companions marriage.
  • Changes to extend the support for kingdom hero ladies. They will usually be made a hero if their husband/guardian dies.
  • A player duplicate will no longer spawn as deserter (hopefully).
  • Fixed some problems regarding player's spouse, and extended it's features.
  • When a kingdom is defeated, they will properly be destroyed and reset relations with other kingdoms. (no more eternal war with a defeated faction).
  • Many actions a player's could do in order to get negative relation without declaring war from minister are no longer possible. I may sitll missed some, but the idea is to not allow a player faction get a negative relation with other kingdom without declaring war. (I changed the method to declare war, you can use the same "excuses" the NPCs uses).


Minor features and changes
  • Minister: change player kingdom color
  • Minister: new method of declaring war
  • Minister: hire mercenary company
  • Minister: resign a fief
  • Prisoner: Trial to Death/Bail/Set Free
  • Lords/Companions: gain relation with parties participating in major event, Siege/Big battles
  • Lords/Companions: Manage their skills/equipment.
  • Lords/Companions: Change their reputation/personality.
  • Items: Some items from Freds bunch of armours pack.
  • Items: changes in how food/morale works. In general will be much easier to keep morale and your troops feed.
  • Items: added many books, one for each skill and attribute. (Removed the books that gives +skill while in inventory)
  • Items: can upgrade items by speaking to a town armorer, weapon smith and horse merchant.
  • Battle: doubled battle sizes. But not on sieges, as I feel they can't support more troops. However I increased the size of other phases of siege.
  • Battle: can join battles on any sides when you are not an ally of any of them.
  • Player: skill tracking are now used to determine if you can capture a defeated lord or not. At level 10+4 (14) they have no chance of escape.
  • Player: changed persuation to use Charisma.
  • Player: changed player party size to work under the same terms as NPC lords/kings.
  • Player: looting skill are now used to determine how fast a player/lord can loot a village.
  • Quest: Changed few native quests in order to make them less annoying/easier. Also, in general, increased their rewards.
  • Quest: Added a new political quest to promote marriage between a hero lord/lady, you can get it from minister or spouse. This have lower priority than solve quarrel ones. So, you don't have to do them in order to get Solve Quarrel quests.
  • Quest: reduced the time of political quests from 7 to 3 days.
  • Quest: Guild masters will now display a random list instead give a random quest.
  • Improvements: 3 new improvements that can be build in villages
  • Improvements: school now gives +1 relation per week instead monthly, and can also be built in towns.
  • Improvements: mill now increase ideal prosperity by 20% and do not give initial prosperity bonus.
  • Economy & Management: can change culture of villages from village elder dialog.
  • Economy & Management: ability to manage the trade routes of a town from guild master dialog.
  • Troops: added a Mercenary Sharpshooter as an upgraded version of native Mercenary Crossbowman.
  • Troops: added a new mercenary troop tree, Foreign Adventurer -> Foreign Pistoleer -> Foreign Buccaneer, they use the flintlock pistol and are very effective against shield walls, but much more vulnerable than any other unit.
  • Troops: extended bandits troops tree to 3 tiers - generally they can be upgraded to an infantry, ranged and a mounted unit.
  • Troops: Khergit tree has been slighted modified, their lower tier units now don't have horses but are slightly stronger.
  • Troops: Added a new Khergit Lancer, the original Lancer are actually Khergit Veteran Lancer.
  • Diplomacy: alliance between NPC kingdoms only if they are both at peace, to not cause a war of all vs all.
  • Diplomacy: faction leaders may now resign a castle or town if they have fiefless vassals.
  • Others: In general, notes about centers and lords are much more informative.
  • Others: Some new information and options in Report's Menu and Diplomacy Options.



Known bugs/ problems
  • Ladies/companions are all "movable", this means you will be able to garrison your lady spouse and party companions. DO NOT DO THIS, this will result in duplicates of them. They are movable to allow you to add them as prisoners, but not as garrison.
  • When a companion minister is about to return from you by either, your faction has been defeated or your court no longer exists, it will display a "ERROR SCRIPT - Divided by -1". however it doesn't cause any problems in the game.
  • A wrong string may be displayed in some dialogs or menus, but not very often. This is caused by the same string number being wrote over another.
  • (new) Sometimes a lady who were made an active lord will have a bad banner ID, you can fix it by speaking to her - Ask something and select (Debug) Fix banner dialog.
  • There is probably many typos or bad writing in dialogs/menus. Sorry about that, I will try to fix as I encounter them while playing the game.


Final note: Some features may get the game easier or exploitable, but the intention of the mod is to increase the sandbox potential over anything else. If you feel doing something makes the game too easy, simple don't do that.