Mount & Blade: Warband

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Prophesy of Pendor Development Team

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saxondragon

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POP 3.9.4 changelog (NEW GAME IS REQUIRED):


Prophesy of Pendor v3.9.4 was tested with Mount and Blade Warband version 1.173.

BUGS/ISSUES
- added missing penalty for siege retreat when player uses edge of the scene ("Leave area")
- Village Elder quest "rescue daughter":
-- added check to make sure that targeted lord is not imprisoned at the moment when quest is given (as it may take him longer to escape and respawn than duration of the quest)
-- on the rare occasions there was no dialog option to ask quest target lord for a prisoner
- quest "rescue prisoner" - initial +1 relation boost for accepting quest transferred to the reward as may be exploitable: accept quest -> relations +1 -> "can't do it" -> no relation loss -> immediately accept quest again -> ...
- conversation with companion "I'd like to ask you something." - added "go back" dialog option
- added missing hair styles (not new) for woman and custom_woman skins - no more bald Fierdswain and Falcons females; player may easier add new hairstyles (no coding required, just replace placeholders with desired meshes)
- added missing lods for native beard_j
- terrain near Almerra Castle is passable
- fixed glitch: ask Arandur/Quigfen for troops -> see their offer -> press on NPC's portrait -> select any lord -> go back -> different offer, thousands soldiers
- exploit: player is a king -> ask marshal to take fief -> marshal conquers fief and leaves part of siege army (e.g. KO knights) as garrison -> player has unrestricted access to the garrison of the unassigned fief (and takes mentioned free KO knights)
-- player can't take (only give) troops to an unassigned fief
-- if player assigns an unassigned fief to him/herself/husband all garrisoned units >31 will be disbanded
- with horse archers AI enabled: if horse is killed, raider may stuck in attack animation; thanks to Vetrogor
- slider on the ally/enemy part of the troop ratio bar should be displayed properly (reverted changes)


GAMEPLAY
- rune weapons:
-- Large Pouch of Diamonds for mine location (was Qualis Gem)
-- one Qualis Gem and one Gold Bar for "strange" item
-- one Qualis Gem and Large Pouch of Diamonds for enhanced item (were 2 Qualis Gems)
- garrison left by NPCs (only if they don't belong to the faction of which player is the king) in a just taken fief is configurable in CAMP -> POP OPTIONS; NOTE: the world balance was NOT tested with values different than DEFAULT
- Eyegrim the Devourer - every 25 hours:
-- if he is not with his army ("dead"), he will be summoned back
-- he will convert 100% alive party members and 25% prisoners from each stack in to his undead roster (remaining alive prisoners will be kept for the next time); unit level:
--- > 30 become Fallen Warrior
--- > 26-30 - Fallen Veteran
--- > 15-25 - Fallen Footman
--- < 15 - Fallen
- all bandits lairs - larger variety of enemy units will spawn (2 -> 5 types; e.g. chance that 15 Snake Cult Armsmen spawn at the same moment was greatly reduced); soldiers that have a chance to spawn (high tier ones have much less chance; leaders not listed):
-- sea_raider_lair: Vanskerry Marauder, Vanskerry Raider, Vanskerry Warrior, Vanskerry Jarl
-- forest_bandit_lair: Brigand, Heretic Minion, Heretic Worshiper, Heretic Magnus
-- mountain_bandit_lair: Mystmountain Raider, Mystmountain Warrior, Mystmountain Shaman, Bearclaw Berserker
-- snake_bandit_lair: Snake Cult Follower, Snake Cult Armsman, Cobra Warrior, Anaconda Knight
-- steppe_bandit_lair: D'Shar Bandit, D'Shar Outlaw Chieftain, D'Shar Deathwind Savaran, Omen Seeker
-- looter_lair: Robber, Bandit, Highwayman, Rogue Blackheart Knight
-- treasure_lair: Red Brotherhood Thief, Red Brotherhood Guildsman, Outlaw Knight of the Boar, Rogue Blackheart Knight
- changed skill "Tracking" to "Tracking and Hunting" - additional bonus: each 3 points reduce food consumption by 15%
- added new quests:
-- "The Old Tale (part 1)" - no time limit, no level limit, can be started by talking to a peculiar scholar
-- optional "The Old Tale (part 2)" - no time limit, no level limit (will yield immense and useful rewards by the conclusion of everything)
-- "Barding" - no time limit, no level limit, started by talking to a newly hired blacksmith (you will know)


SCENES
- fixed arena -> town passage (doors): Laria, Cez and Janos
- added door to arena room: Senderfall and Valonbray
- adjusted positions of spectators on all training grounds
- fixed castle guards positions: Tuldar Fortress, Oregar Castle, Maras Castle (rebuild it a bit)
- improved AI pathfinding in the forest bandit lair scene
- Order Stronghold - moved all NPCs closer to the entrance
- Clovindarn village - changed to grassland type (thanks to UndeadDuke)


TROOPS
- Knight of the Radiant Cross: Black Greaves -> Heavy Iron Greaves (to match new armor)
- Singalian Temptress and D'Shar Raider - Southern Glaive (can't be used by cavalry) -> Long Hafted Blade
- Squire Gorgrim and Headman Orik (D'Shar village elders) received more culture fitting cloths
- Fallen Sickle -> Black Sword
- Fallen Fighter Short Steel Sword -> Black Sword
- Fallen Veteran
-- ranged weapon set to not guaranteed
-- guaranteed Fallen Horse
-- Vanskerry Sword -> Black Sword
- Fallen_Warrior
-- ranged weapon set to not guaranteed
-- not guaranteed Fallen Horse
-- Fierdsvain Leaf Sword -> Black Sword
- Fallen Revenant added Black Sword
- The Three Seers: rearranged order in which units appear on the battlefield (cavalry and medium archers protected by strong infantry, then the rest); buffed overall strength
- faces of undead type soldiers are less extreme
- Snakes Anaconda Knight, Devoured and Dread Legion Infantry received unique skin


ITEMS
- Runed Silver Axe - reduced a bit blade size, cleaned mesh, done proper lods
- Vanskerry Noble Sword - cleaned mesh, new mesh for scabbard, retextured, done proper lods
- Singalian Noble Sabre - cleaned mesh, retextured, done proper lods
- Assassin Throwing Knives - redone mesh, retextured, done proper lods
- Warhammer - cleaned mesh, retextured, done proper lods
- Maul - redone mesh, retextured, done proper lods
- Quarter Staff - retextured
- Darkwood Bow - redone mesh, retextured, done proper lods
- Jatu Arrows and quiver - redone mesh, retextured, done proper lods
- Imperial Radiant Cross Plate - new model and textures; versions with or without cap
- Gold Rounded Bascinet - Open: changed gold to black (to match Radiant armor), renamed; added closed version
- Havathang - cleaned mesh and lods, fixed UV texturing, added scabbard
- Black Sword - old, rusty looking 1H sword, unique (can't be looted), swing only, 45 cut, 90 speed, 103 reach
- Fallen Horse - undead horse, unique (can't be looted), armor 90, charge 40, maneuver 40, size 112, speed 36, HP 500, difficulty 10, value 200
- New Quest Horse - unique


OTHER
- up to date Chinese translation thanks to: Tiberivs, Mario, S1 and Latis
- changed pre_battle lords' pictures (POP used Warband's ones)
- typos


CREDITS
Spak: zombi_horse_spak mesh and textures (slightly desaturated to match POP undeads)
Full Invasion team: horse6 mesh and textures (slightly recolored to match POP plate armors)