Battle Brothers

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TaroEld

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TaroEld

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How to install:
-Download the file and place it into \Battle Brothers\data\ without unzipping.
-You'll need modding script hooks
-to change prices: Edit the value in scripts/!mods_reload/!config/stronghold_config.nut

How to use:
See the documentation:
https://docs.google.com/document/d/10rLEBAXf5NVlqwNvnUUEUQUgr7fR1mqwBllM_peQQ5g/edit?usp=sharing

1.21 -> 1.22
- You can now retreat from the build/upgrade fight
- Should now be able to use the mod without having the WOTN dlc

1.2 -> 1.21
- Again fixed southern city state fight being broken
- Added new setting to add gold generated by gold mine directly to assets

1.1e -> 1.2

- Storage renamed to warehouse
- Resources for the warehouse are now generated in increments instead of every three days
- Blast Furnace now also gives discount to instant repair at the armorsmith
- Ore Smelter now also allows for reforging of named items. The items need to be in the warehouse and you need to shift+rightclick on them to get the option.
- Stone Watchtower now also gives vision to units around the base through fog of war
- Herbalists Grove now also increases medicine production and max medicine warehouse slots
- Militia Trainingcamp now also gives passive exp to brothers below lvl 8 that are stored in the base
- You can build up to three Trainingcamps per base
- Gold Mine now produces 150 gold a day
- Price of Ore Smelter and Milita Trainingcamp increased to 10000 again
- Mercenary defenders now spawn with each wave and stay at the base during upgrade
- Fixed issue where game bugged out when updating from earlier versions and trying to upgrade your base
- Fixed breaking issue in base defence fight if enemies were from city states
- Extracted many parameters and put them in "stronghold_settings" for easy access.

1.1 -> 1.1a
-fixed no food being consumed and other issues with update

1.02 -> 1.1
-NOT SAVEGAME COMPATIBLE
-building a base now requires 500 renown
-you can now build multiple bases, each requiring more renown than the last
-each base has its own roster to store bros
-reduced cost of some attached locations
-improved regeneration rate of herbalist grove location
-building close to the water now spawns a harbor location for visual flair
-building close to the water no longer messes up the graphics in the base
-bases now count as settlements for named item distance in enemy camps
-fixed issue with defend quest sometimes bugging out
-fixed issue with retinue button not disappearing


1.01 -> 1.02
- Fixed nomads not appearing as enemies

1.0 -> 1.01
- Fixed being unable to enter base sometimes
- Fixed mercenary contract being unable to start

0.996.1 -> 1.0
-NOT SAVE COMPATIBLE
-added stronghold button in the retinue menu instead of having to click on the cart
-building and upgrading the base now depends on your cart level
-upgrading now takes more time and launches multiple attacks
-building a base now has an intro event
-mercenaries teleport to you if you're too far away (eg using port)
-many backend changes, tweaks, cleanups to future proof

Changelog:
0.996 -> 0.996.1
-integrated 'upgrade your base' into the management menu
-fixed hamlet management building clipping (no longer highlights either, oh well)
-fixed critical issue with 'visit friendly town' event breaking

0.995 -> 0.996
-added option to build hamlet with lvl3 stronghold
-this is a village attached to your stronghold
-you can add buildings to this, this should solve the 'too few building slots' issue'
-you can also hire recruits here, spawnlist includes most every normal background in the game
-esc now works in the management menu
-updated taxidermist to work properly with legends
-decreased build price of level 1 to 10000

0.994 -> 0.995
-stored brothers now draw half wage while in storage
-disabled stronghold getting destroyed, unless during the assailant contract (build/upgrade)
-fixed compatibility with Proper Raids (raided stronghold should rebuild)

0.993 -> 0.994
-fixed up storing/retrieving UI
-improved road generation (hopefully didn't break it again)


0.992 -> 0.993
-Added functionality to store and retrieve brothers via the management menu.
-If you already had a stronghold, you need to patch the game before you can store and retrieve bros.
-To do this, get the patch_storing file, press CTRL+A while on the worldmap once, and remove the file again.

.991 -> 0.992
-added tooltips to custom stronghold buildings
-items stored in the storage building now count as craftables in the taxidermist
-fixed an issue with free mercenary contract not being completable after reload
-probably fixed issue with build road sometimes not working
-cleaned up some code, might have fixed issue with assailant enemies not spawning

0.99 -> 0.991
-added option to rename the stronghold. Click on the name in the town menu
-fixed remove town not working

0.2.7 -> 0.99
-THIS VERSION IS NOT COMPATIBLE WITH OLD SAVES WHERE YOU ALREADY BUILT A STRONGHOLD!
-close to done! This version is meant to bugtest for 1.0 release, so please report any and all small errors
-post-release will still see content updates like new contracts, but likely no more major changes to the base functionality
-merged all settlement options into one menu, accessible by clicking on the castle in the background
-building roads should now offer more road options instead of being done after one
-various small fixes (banners not appearing, background mishmashes, potential conflicts with other factions etc)

0.2.6 -> 0.2.7
-other factions will now send caravans to your stronghold if you're at least friendly (70 relation) with them, giving you a custom well supplied buff
-reduced base Boon buff to compensate
-stronghold will now send out patrolling mercenaries to friendly towns (70 relation)
-other factions will consider stronghold as patrol option if you're friendly (70 relation)
-added gold mine location
-added option to choose look of the base: Nomads and Barbarians for now
-contract to remove stronghold keeps being available past tier 1
-you can now store food and treasure in the stronghold
-you can now build further from the coast and still get a harbor
-fixed unreachable settlements still showing up as road options
-fixed reload issue with free mercenaries quest
-fixed relation with stronghold sometimes decaying
-fixed issues with locations not being built


0.2.5.1 -> 0.2.6
31/12/20
You can no longer attack stronghold units
Made all special options visible by default
Once again revamped how stronger enemies for certain quests are generated, no longer also impacts the rest of the world
Properly hooked the longer dialog options, might have fixed compatibility with other mods
Added special action to send gifts to a noble faction
Destroyed locations will now rebuild after 7 days (after entering stronghold)
Guards will now patrol the attached locations
Added option to dismiss mercenaries after freeing them

0.2.5 -> 0.2.5.1
05/12/20
tweaked additional unit generation to not impact vanilla as much
fixed issue with mercenaries not joining fight against nobles


0.2.4 -> 0.2.5
04/12/20
fixed assailant quest breaking when you save and reload
Removed feature to add dismissed bros to the party faction roster until grave bugs have been fixed
Reworked how large forces are generated. I also uploaded another mod to Nexus, More Scaling, which probably works well with Stronghold, and cooperates with the new force generation
If you're using legends, the previous point is disabled, as legends already has its own way of doing this.
Fixed absurd unit sizes when using legends
Added new quest to hire a special trainer
Added new special action to give extra training to a bro: 10 fights worth of 1.5 exp for 10k (for now)
Numerous text fixes (thanks, Dimon485!)

0.2.3.1 -> 0.2.4
29/11/20
You now need to free the mercenaries before you can hire them
Hiring mercenaries is now done via the special actions contract
Defeat assailant no longer destroys your reputation with villages of nobles
Added config file with a price multiplier (1000 by default) to change the prices of various Stronghold stuff, so people can dynamically adjust the prices
Discontinued cheaper mode
improved workshop location effect ( 1 -> 2 tools every three days). It took to long to pay back for itself

0.2.3 -> 0.2.3.1
29/11/20
fixed bug with purchase building quest
build roads quest no longer shows up after you've built all the roads

0.2.2 -> 0.2.3
28/11/20
-improved defeat assailant location (custom tactical location with more walls)
-changed name of second tier to castle
-added arena as a building option
-buildings now have different costs
-tinkered more with caravans, should import more food from the destination but no longer imports other items
-added quest to find a Water Skin recipe. Completing this unlocks a special action contract, which right now only has the option to buy a water skin. This quest will receive more options over time


0.2.1 -> 0.2.2
26/11/20
fixed a bug with disappearing bottom building
added some variety to the caravan destinations
storage now auto-sorts on enter
stopped food stacking up and too many items being imported

0.2 -> 0.2.1
26/11/20
-changed the flow of quests: you no longer need to leave town for most of them
-you can now remove the initial tavern and add a new building there with a smaller sprite

0.1.9 -> 0.2
24/11/20
-fixed crash/errors during assailant quest
-added wheat field location: Don't consume food around the stronghold
-changed stone watchtower location: Increased speed and sight radius around the stronghold. Buffs are about equal to the poacher start and the lookout follower, more if you have them.
-added milita camp location: increases mercenary strength (garrison and hired mercenaries)
-added herbalists grove location: increased healing speed when around the stronghold.
-upgrading the stronghold now adds houses
-added caravan event. This happens once you have connected your stronghold with a road. Stronghold will send out a caravan to the closest connected settlement, which will return and add food to the store.


0.1.8 -> 0.1.9
20/11/20
-Alchemist shop now sells 3-6 Potions of Knowledge each restock to help with bro leveling
-Buffs now work properly and are displayed as a situation
-Time before stronghold is destroyed during assailant quest has been doubled
-fixed a crash if you reloaded a save with the assailant quest active
-You can now hire a mercenary band to follow you if your stronghold is fully upgraded

0.1.7 -> 0.1.8
17/11/20
-added a few more locations
-guards now start spawning at size 2
-assailants now also spawn when the stronghold is upgraded. This scales with the size.
-guards will spawn to assist you against this threat
-assailant fight now has a fortified location
-I will need feedback on the scaling of the assailants. As such, stronghold_cheaper will have the full spawn size this time around

0.1.6 -> 0.1.7
15/11/20
-added quest to build a road, starting from fortress (one upgrade)
-added quest to remove fort. It is only available with a level one fort.
-removed upgrade requirement for harbor building
-adapted cost requirement to fit the new design. The initial fort, as well as both upgrades, cost 20000 crowns each.

.1.5 -> 0.1.6
14/11/20
-fixed a bug with harbors having no valid targets
-fixed a bug with multiple strongholds being added to the world entities
-added functionality to build locations. Mostly empty for now, only workshop available which adds more free items to your storage
-add/remove building quest now has 1 skull difficulty, to differentiate with other quests

0.1.4 -> 0.1.5
13/11/20
-player faction now hires a group of mercenaries to guard your fully upgraded stronghold. It respawns every three days.
-this also laid the groundwork for other faction actions down the road

0.1.3 -> 0.1.4
12/11/20
-stronghold no longer reduces named item chance of nearby camps (useful if built in the wilds)
-retired bros above lvl11 get added to your faction roster
-initial quest now targets the stronghold, not the player
-fixed crashes if initial quest is lost (probably)
-initial quest can't be cancelled

0.1.2 -> 0.1.3
10/11/20
-fixed stronghold name not updating properly
-added alchemist building, southern variants will be built when the stronghold is in a desert
-your faction now has the name of your company
-improved comptability with other mods (thanks, wuxiangjinxing!)
-coastal settlements can now build a port (starting at second tier of fortress)

0.1.1 -> 0.1.2
10/11/20

-'remove building' no longer removes multiples of the same building
-removed obsolete files in /scripts/ui
-(probably) made mod compatible with legends mod
-player faction noble is now clothed and has a more appropriate name (requires new game for changes to apply)
changed files: remove_building_contract.nut, dialog.css

Changelog:
0.1 -> 0.1.1
9/11/20

-fixed up remove building quest
-name now keeps rendering and changes based on base level