"Fourberie" is a French word that can be translated in many ways, but the one that would fit the best (for this mod) is "cunning". Here you will get access to a large panel of features allowing you to experience new playstyles. Develop a rogue character or simply use dirty tactics and schemes to dominate the world of Calradia...
Requirements
This mod does not have any known dependencies other than the base game.
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
I started this mod around March 2021 by trying to add a scam button in town menu... And with the permission of LL Muse - kz14365, I have used More Settlement Actions (WIP) as an exemple because there was no official documentation, neither any tuorial available on that time. I will always be grateful to LL Muse - kz14365.
Configuration file of this mod is based on the method found in the mod "Immersive Battlefields" by ShutUpMalfoy.
Also huge thanks to LesserScholar and his incredible tutorial mod Artisan Beer.
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New version for Bannerlord v1.2.10 and above only.
Version v1.2.9.11
Localization: English version has been greatly improved, big thanks to Lymphious.
Bandit Connection: Truce tribute calculation was reviewed (based on relation, bandit strength and your kingdom strength). Result is a great decrease, especially if high relation.
Mod synergies: Check out the new update of Bandit Variety mod, they added unique bandit troops available only through Fourberie (Nexus only) https://www.nexusmods.com/mountandblade2bannerlord/mods/3041
Version v1.2.9.10
Outlaw: Reduced relation penalty when destroying a bandit party (was -5, now -1)
Outlaw: Reduced relation penalty when destroying a bandit hidout (was -30, now -10)
Outlaw: Bandit relation recovery when below -10 is now +2 per week (was +1)
Sabotage: Sap the wall - Completion time increased (greatly reduced by main party Engineering role) and saboteurs cost increased (impacted by wall level)
Sabotage: Poison the well - Completion time greatly increased (reduced by main party Engineering role) - saboteurs cost slightly reduced (impacted by wall level)
Sabotage: Destroy food stock - Completion time increased (reduced by main party Engineering role) and saboteurs cost increased (impacted by wall level)
Version v1.2.9.9
Safe House: Total food now cap with your Safe House lvl (lvl 1 200, lvl 2 400, lvl 3 600)
Grudge system: Reviewed, balanced and optimized. All the grudge was reset.
Criminal Enterprise: You keep paying wages even if you don't assign a Paymaster
Saving System: Additional modifications to prevent save bloat in some rare cases (probably linked with Grudge System)
Safe House: Apparently some players could get xp from perks when stashing loot in the warehouse, should not happen now.
Version v1.2.9.8
Safe House: changed the companion duel victory logic, now based on damage dealt (previous was health)
Safe House: improved the duel UI
Safe House: Fixed a CTD when using some mods changing/adding cultures
Banditry Missions: Fixed a strange behavior after save scumming
Version v1.2.9.7
Hotfix: Crash when starting a custom battle
Localization: Fixed some incoherences and updated the xml file
Version v1.2.9.6
Safe House: Healing has been rebalanced, no more cap at base lvl 3
Safe House: Criminality rate increase has been fixed and largely tuned done.
Mod compatiblity: With the help of the great modders from official discord I managed to greatly improve the Models overriding issue
Version v1.2.9.5
Hot fix: Additional layer of check conditions to limit negative impact from other mods
Some string ID fixes
Version v1.2.9.4
Scheme Room: new Scheme => Kidnapping
Grudge System: Reviewed the logic so the wealth of the clan is now taken into account
Grudge System: Kidnapping was added to the schemes list of the IA
Fixed: Mod is now completely deactivated when starting a custome Battle
Additional layer of conditions check to improve compatiblity with other mods
Version v1.2.9.3
Banner Kings compatibility is in a separate version, until I find a more convenient way
Changed the emplacement of the ListRecruitable xml file
Version v1.2.9.2
Sabotage: Raiders feature has been fixed and rebalanced.
Compatiblity fix: Possible crash fix due to Guard killing dialog option
Fix: Rare crash when you conquer the whole map while having a horde
Version v1.2.9.1
Painfull change to fix the sneaky update done by TW, ruining all the GUI used during missions...
Version v1.2.9.0
Contracts: Modified the timing for new contracts pop-up dialog
Bandits faction: if you make a truce with bandit factions, the security loss of towns of your kingdom will be offset if any hideout is nearby
Pit Fights: changed the day calculation for more compatiblity with mods changing the days in a season
Mod compatiblity: Attempt to limit the death of gang leaders for people using mods making blunt damage lethal
Mod compatiblity: Additional layer of Null condition checks to limit some crashes due to other mods missing mandatory information
Version v1.2.8.8
Outlaw: Little spawn logic randomly adding new bandit parties (requires a minimum of 3000 bandit stregnth to trigger, more efficient at higher level).
Change of the bandit relation increase tool tip (former was misleading players)
Fixed of a crash happening on map event end
Version v1.2.8.7
Infiltration: now available in neutral towns
Infiltration: Added a "Suspicion bar", giving the player a momentum during the infiltration phase
Infiltration: Reviewed the consequences when failing, in some cases can be a casus belli of a new war.
Infiltration: basic modifications for future overhaul of the "Scandal" attempt
Escape: Added a "Suspicion bar", giving the player a momentum during the escape phases
Larceny: "Kill a guard" job has been fixed and improved so the player can complete it in a more intuitive way.
Safe House: improved the UI and slightly tuned down the criminality increase
Pit fights: Reduced the fame gain for a more adapted progression curve
Compatibility: Added some changes in an attempt to improve the stability with other mods like More Raiding, BKCE...
Fixed a crash with Deserter quest while being neutral with a bandit faction
Changed some exception methods making some trouble with Geforce Now users
Similar to the FourberieConfig XML file, you can copy your ListRecruitable XML file in the Modules file to keep your modifications through the different updates.
Italian localisation updated to v1.2.8.6, big thanks to Kaido1097
Version v1.2.8.6
Larceny - Messenger job: Horse trader is now marked, and will no more be missing.
Larceny - Messenger job: Fixed a code line preventing the spawn of the body guard
Version v1.2.8.5
Quick fix: Random crash during Pit Fight when holding Left Alt
Version v1.2.8.4
Grand Heist: Stability fix
Config File: You can now keep your current settings, more info in the config file (renamed FourberieConfig)
QoL addition
Version v1.2.8.3
Hot fix: xml reading crash with Steam version
Version v1.2.8.2
Recruitment: revised the system for both minor faction troops and bandits
Recruitment: you can now customize the type of troop available for recruitment (through dedicated xml file)
Neutrality with bandit factions: Added the possiblity to declare war to the neutral bandit faction
Fixed: Rare crash when starting the Patron trial
Code clean-up and optimization
Version v1.2.8.1
Hot fix: While having a horde, enemy parties seem to not always join the encounter. It is now patched.
Hot fix: Crash after killing some bots while escaping (related with the recent modification to reflect the kill counter to the troops of the captor party)
Localization: CNs version updated by dontkillchicken / 墨染衣
Version v1.2.8.0
Escape: now the number of bots you kill or wound during your evasion will be reflected to the troops of your captor party
Pit fights: now hit the -TAB- key to leave the encounter after winning (pop-up window was showing to early, kinda immersion breaking)
Infiltration: now all the lords and ladies in the lords hall will fight back with a weapon
Safe House: fixed a bug that prevents the player from enslaving prisoners
Assassination: really rare crash when attempting to assassinate heroes in lords hall
Localization: Thank you to @kokemen for the Spanish translation
Version v1.2.7.0
Improved the aftermath of different quests related to bandits while neutral with them.
Balanced the scam feature (scaling with roguery and charm).
Fixed the annoying bug that prevents the different options appearing after the gang trial (when in an hostile town with high criminal rate).
Other fixes and improvements
Version v1.2.6.0
NEW SCENE: Seaside Safe House
NEW Config file: Currently only the configuration of the keybinds, more customization will come later
Added the hand-to-hand option in Gang Trial
Calradian connection: Some quests linked with Hideouts will be succeded automatically when neutral with the bandits faction
Calradian connection: Some quests will be canceled when neutral with any bandits faction (to prevent any unwanted strange behaviors)
Calradian connection: Some quests will be automatically resolved (with lower rewards) when neutral with any bandits faction (to prevent any unwanted strange behaviors)
bug fix to prevent selling stuff to traders while being disguised as a guard
Small tweaks and optimization
Version v1.2.4.3
Bandits faction relation: Introduced a relation system. You now need a good relation with the bandits to unlock the related features
Bandits faction relation: Giving away stuff and prisoners will increase the relation
Become neutral with the bandits once you reach 10 relation and above
You can negotiate a truce with the bandits if you are the leader of your kingdom
The horde: Bandits will follow you only if you are neutral with them
Bandits faction relation: Improved the interactions and dialogs
A lot of different improvements, QoL addition and bug fixes.
Version v1.2.4.2
Bandit Strength: Slightly rebalanced the gain from Prisoners and stuff
Bandit Strength: Added a pool limit for recruitment, linked with the bandit strength
Criminal Enterprise: Reduced the roguery required level from 60 to 30
Other improvements
Version v1.2.4.1
Safe House: Rebalance of the mining feature (less death, more profit)
Safe House: Fixed a strange bug reducing the number of slaves
Horde: Roaming around with a horde will slightly increase the criminality rate with nearby factions (the bigger the horde ,the higher the rate)
Infiltration: Attempt to improve the compatibility with other mods (crash when looting the corpse of a guard)
Bandit Strength: Improved the strength gain from loots (based on value) and balanced the one from prisoners (75% of ransome value)
Version v1.2.4.0
Pit Fights: Scene improvements and some minor bug fixes
Quick fix: Crash after 1 day in case you didn't select any business in the Criminal Enterprise
Version v1.2.3.2
Pit Fight: Fixed a crash when the gang leader who is paying you would die and you want to speak to another one to join his/her stable
Keybind change: Horde - Bandits- Agents sub-menu Left Control + Right Click (old was Left Alt + Right Click)
Version v1.2.3.1
NEW: Pit Fight (new feature and gameplay available in town)
Pit fight: 6 new unique scenes to match native cultures, with 2 fighting zones each
Pit fight: 4 types of fights (from duel to group fights)
Pit fight: Career, training, patron and stable system (simple implementation)
Pit fight: Allow new possiblities to gain xp, earn money, build relation, gain renown
Pit fight: Simple change to Hand-to-hand combat => base damage increase, bonus from Athletics skill lvl, knock-down after a strong hit to the head
Tavern Brawl: Now applying the Hand-to-hand combat changes
Gang Trial: Removed the throwing weapon option (AI is too dumb), will now use the new fighting zones
Safe House - Banditry: The income system has been reviewed, now focusing more on region wealth and tier averag of your lads
Scheme Room: Now you can choose any time the stance of your Scheme Room (The Enforcer or The Spymaster) Each stance has a different network calculation
Scheme Room: Now accessible from any of your fiefs or Territories (for more convenient management of your agents)
Sabotage Tactics: Now available from the Castle and Town menu, same menu than the one to start a siege, infiltrate a town etc.
Saboteurs: Revised and Improved the code. The saboteurs party is now "virtual" (no more following you like a pet on the map)
Saboteurs: Cost and slight balance of the effects + UI and QoL improvement
Relentless Pressure: New dialog option with the gang leader. Clear the rival's alleys for a relation boost and some denars
Assassination Contract: Added a new dialog option to negotiate with your victim
Infiltration: is now active in towns were you have a high criminal rate, but not at war
Recruitment: Improved this feature (both Minor faction troops and bandits recruitment)
Homesteads Mod Synergies: Added synergies with the mod Homesteads
Homesteads Mod Synergies: Scheme Room available from your Homestead, owning a homestead will count in the scheme network calculation (scaling with the tier)
QoL: Incomes and expenses are now aligned with the base game system (daily calculation) and reflected on the native Clan Finance UI
QoL: Criminality increase and decrease is reflected on native UI
Qol: Security and Loyalty impact from bandit strength is also relfected on native UI
Saving system: Everything has been done to limit the save bloat issue some players may have (TW also improved the saving system with v1.2.x)
Fixed: Safe house and Criminal Enterprise Lads party bug
Fixed: Party role was removed after some Banditry missions
A lot of bugs fix and code improvements
Version oldv13.0.1.0
Quick fix: Hostile guards behavior was deactivated in enemy towns if you own a safe house
Version oldv13.0.0.0
Scheme Room: Now you can choose any time the stance of your Scheme Room (The Enforcer or The Spymaster) Each stance has a different network calculation.
Scheme Room: Now accessible from any of your fiefs or Territories (for more convenient management of your agents)
Saboteurs: Revised and Improved the code. The saboteurs party is now "virtual" (no more following you like a pet on the map)
Sabotage Tactics are now available from the Castle and Town menu, same menu than the one to start a siege, infiltrate a town etc.
Saboteurs: Cost and slight balance of the effects + UI and QoL improvement
Relentless Pressure: new dialog option with the gang leader. Clear the rival's alleys for a relation boost and some denars
Homesteads Mod Synergies: Added synergies with the mod Homesteads
Homesteads Mod Synergies: Scheme Room available from your Homestead, owning a homestead will count in the scheme network calculation (scaling with the tier)
Saving system: Everything has been done to limit the save bloat issue some players may have (TW also improved the saving system with beta v1.2.x)
Other tweaks, improvements and balance
Version oldv12.3.1.0
Quick fix: Hostile guards behavior was deactivated in enemy towns if you own a safe house
Version oldv12.3.0.0
Escape: Brand NEW scene "Caravanserai" theme style. Will you be brave and smart enough to escape?
Safe House: The Intendant is a busy and wise guy. You should speak with him...
Safe House Mining: Death rate adjustment
Safe House Banditry: Will now capture some prisoners depending on the assigned % and lads tier troops average + Some balance
Bandit Strength: Releasing followers will recover bandit strength (+-60% of initial cost)
Bandit Horde: Added the option to choose which bandit party you want to add to your horde
Version oldv12.2.3.0
Hotfix : Attempt to solve 2 bugs
Version oldv12.2.2.0
FR localization updated
Infiltration: Dialog bug fixed in hostile keeps
Infiltration: Friendly lords/ladies will no more spawn in hostile keeps
Version oldv12.2.1.0
Fixed a crash on scheme selection menu
Version oldv12.2.0.0
Localization File updated
Few fixes and cleaning
Version oldv12.1.1.0
Escape: scene improvement
Hotfix: Crash sometimes happening when the hero dies during a mission
Version oldv12.1.0.0
(NEW) Escape: you can now escape from lord/lady party and army (WIP)
Escape: attempts increasing with roguery skill
UI: added more info during different infiltration and escape phases when hitting "left alt"
Different fixes
Version oldv12.0.2.0
Gang trial: now the door will open again. To avoid the gang leader being stuck behind.
Some dialog logic fix
Fixed the aftermath for "Killing a guard" job
Version oldv12.0.1.0
Fixed a missed condition when participating in tournaments in hostile towns. This bug was causing strange behaviors.
Fixed a check condition after escaping from a prison
Attempt to improve the mod compatibility with other mods
Version oldv12.0.0.0
Brand new scene for new escape feature (WIP)
You can now escape from bandit parties and town prisons (one attempt only)
Complete overhaul of the existing infiltration system (assassination, stealth kill, etc.)
You can now loot the corpse of the guards to disguise yourself or for better armor
You can now again move in after clearing the alleys and defeating the gang leader in duel (gang trial)
Pickpocket/Loot corpses/Followers sub-menu have the same keybinding (Left Alt + Right click
Fixed a critical bug after completing some banditry missions
Fixed a bug that was applying trait values unintendedly
Version oldv11.1.0.0
Safe house scenes: Tweaks, visual improvements on both scenes.
Criminal Enterprise: Counter measures to reduce the chance to have your promoted companions disappearing
Criminal Enterprise: Added the possibility to recruit the gang leader who replaced your promoted companion
Criminal Enterprise: Improved the income of your territories
Partnerships: You lose your partnership if you take control of an alley in the same town
Improved the aftermath calculation after helping a gang leader who lost power (partnerships)
Other fixes, balance and improvements
Version oldv11.0.5.0
Temporary fix to counter the vanilla bug that affects the player party (becomes 20, no more banner, etc.)
Limit the banditry actions in towns were you own an alley.
Version oldv11.0.4.0
Safe House: improvement of the daily wounded lads calculation
Fix (hopefully) of a strange bug appearing when managing your troops in the safe house/criminal base
Version oldv11.0.3.0
Fix to prevent the mod to be loaded during Custome Battles and cause a crash
Other fixes related to some random crashes encountered by some users
Version oldv11.0.2.0
Added new conditions to resolve some possible crashes on the map and when establishing your Safe House
Version oldv11.0.1.0
Fix: Minor Faction recruitment bug
Banditry aftermath improvements
Version oldv11.0.0.0
Safe House: Unique scene that will evolve visually over time to reflect the level of your base => Desert type added
Criminal Enterprise: Promote your companions to Gang Leaders!
Criminal Enterprise: Overhaul of existing mechanic to match the new Alley system
Banditry missions: Banditry missions will give roguery xp + chance to gain relation with your companions
Insurance Scam: Improvement of the global behavior
Safe House: lvl 3 requires now 4000 xp
Other bug fixes, performance improvements, balance and tweaks
Version oldv10.0.1.0
Quickfix: Condition linked with the Safe house was missing
Version oldv10.0.0.0
Safe House: Unique scene that will evolve visually over time to reflect the level of your base.
Safe House: Introduced a level system to your base (higher lvl will unlock new features, bonus etc...)
Safe House: Brand new challenges and mechanics are waiting for you. Take time to visit the place during the day but also the night.
Safe House: NPC will spawn according to how you assign them (Serving, mining, guarding and banditry)
Version oldv9.2.2.0
Updated localization file
Small fixes and optimisations
Version oldv9.2.1.0
Hotfix: Player's workshop limit is now taken into account after chosing "Dominate the streets"
Some UI bugs and tool tips improvements
Version oldv9.2.0.0
Outlaw: Added a distance condition to allow your followers to join any battle
Reveal your good fortune: Reworked the code + changed the cost conditions
Criminal Enterprise (Partnerships): Balance, improvement and fix of the income calculation and behavior
Insurance Scam: Fixed a war condition
Version oldv9.1.0.0
Scheme Room: Added consequences if you fail your schemes against your own kingdom
Larceny job: You can now cancel ongoing jobs through the "Larceny" button in any town
Criminal Enterprise: Reduced the hangout capacity
Version oldv9.0.0.0
NEW: New larceny job (Become a messenger for the gang leader, 4 variations)
NEW: Added a button to track your Safe house / Criminal base
Outlaw: You have to pay a daily upkeep for your followers, they will stop following you if you can't pay!
Safe House: Added a layer of complexity (Food management, Banditry will loot food, low tier units will have an increased wound chance)
Criminal Enteprise: Added a layer of complexity (Food management, idling troops will become wounded and recruitment will stop if you don't have enough food in the stash)
Bandit factions strength: Revised the party template for a more balanced variety (before it was only Tier4)
Fixes: Change of tool tips conditions so the player can check in any town the ongoing mission, even if no relation or if there is a ongoing cooldown
Fix: Aftermath improvement of the infiltration phases in enemy towns + code cleaning
Plenty of code improvement and polish for a more stable experience
Version oldv8.3.1.0
Hotfix: Rare crash during siege deployment phase
Quickfix: Bribe the guard conditions check improvement
Notable Extortion: Behavior improvement for more variation.
Version oldv8.3.0.0
New: Added a function to list the prisoners being held in a city (need a network of min 10%)
Take back is now limited to the city where you are staying + behavior improved
Support bandit factions: You can no more give food, giving prisoners is more efficient than stuff
Criminal Enterprise: Income from a territory is now impacted by the roguery level of the clan member staying in that town (taking the highest if sever clan members)
Criminal Enterprise: Income from a territory will increase with the global level of your criminal enterprise.
Criminal Enterprise: Income from partnerships is slightly reduced
Larceny and Scam: Slightly reduced the income
Version oldv8.2.6.0
Rework and optimisation of the code of several encounters
Probable fix of compatiblity issue
Fix of the bug linked with the condition "fourb_assdial_cond()" (bug that came with v101)
Version oldv8.2.5.0
Hiding cost is now linked with the seeing range of your party
Grudge penalty slightly decreased for the following: hostile actions against villages, villagers and caravans
Fix: Gang leader is sometimes spawning behind the gates during gang trial
French translation updated (thx to Eoganfeniverwyn)
Version oldv8.2.4.0
Black market balance and fix
Safe House: Mining profit balance
Criminal Base and Safe House: Wage level balance to fit native game conditions
Fix to prevent an exploit when recruiting minor faction troops
Scheme Room: (Spymaster stance) Notable relation bonus increased from 2% to 5%
Version oldv8.2.3.0
Hotfix: Crash after Radago's hideout tutorial mission
Version oldv8.2.2.0
Improved the conditions check to limit or block assassination of player clan companions
Mod is now checking "Heroes death" and "Clan members death" options
RU translation updated (thx to Yancher)
Version oldv8.2.1.0
Banditry: All the missions cool down has been shortened
Story Mode compatibility: Fixed crash after finishing the Radagos Hideout Mission
Simplified Chinese localization added (big thx to Larrylai!!)
Localization strings update and correction
Version oldv8.2.0.0
You can pickpocket villagers in village scenes
Improved the conditions for killing a guard (now you can attack the guard even if there are a few civilians around)
Gang trial => You can retry immediately (if you fail or in case the gang leader spawns on the wrong side of the door)
Version oldv8.1.0.0
Pickpocket: 2 new modes (Advanced and Quick mode). Pick the pockets of guards for higher reward and xp, but with the risk of being attacked and put in jail.
Advanced mode "Left Control + Middle Mouse Button" - Quick mode "Middle Mouse Button" - Must stand behind your target
Kill a guard: You can run away to end the encounter
Increased the area check distance for intrusion action (Lord's hall only)
Removed "the leave a companion in town" condition for paymaster (was already done for enforcer/spymaster)
Shorter distance to run (steal and assassination)
Version oldv8.0.3.0
Saboteurs party is now neutral (compatibility with improved garnisons)
Scheme Room (Spymaster stance) will be reset if you lose the town/castle
You can create a distraction party with any type of units (currently it is limited to bandits only)
Improved the intrusion aftermaths
Version oldv8.0.0.0
Removal of villany points system, rebalance and rework of all the dependant features.
Addition of a new stance for the Scheme Room, The Spymaster. This new stance has different type of bonuses, allowing a different type of playstyle (no need to be a criminal).
Establish your operation base in any of your towns and castles (access to the Scheme Room, assign any clan member to the role of Spymaster).
Addition of the Agents system (Saboteur, spy and assassin). Convert your own troops into those agents for specific use: sabotage, destabilization and murder schemes.
Create a saboteurs party that will follow you. You can train new saboteurs by simply adding new trainees from your troops (need at least one saboteur to be able to train them).
Message to the mod users Fourberie mod on its own is functionable and stable. Most of the bugs reports are because of compatibility issue with other mods, and tbh I can't really help (requires too much work and time, and sometimes it is beyond my understanding). I don't plan to add new features etc. for a while (but it doesn't mean I'm abandoning the mod). For now on I'm disabling the comments and bug reports, doesn't make any sense considering I'm not replying to them anyway. I will keep the mod updated so it keeps running on latest builds, both on Nexus and Steam Workshop. No worries ;) Have fun!
Key binding overview
In scenes:
Pickpocket, Loot the corpses: Left Alt + Right Mouse Button (per default)
On the map:
Safe House, Criminal Enterprise, Scheme Room: Left Control + F (per default) Followers management (Horde and saboteurs): Left Control + Right Mouse Button (per default) Hide and distract on the map: Left Shift + Right Mouse Button (per default)
(NEW) You can now personalize the key binding through a FourberieConfig.xml!
Pit fights Will you dare fighting using your bare hands?
6 unique pit scenes, one for each culture.
6 unique fighting fields, one for each culture
Raise your fame and gain more gold, renown and relation
New hand-to-hand damage logic (activated only in the pits and taverns)
Different type of fights (Duel, group fights, etc.)
Manage your stable, have your companions join the group fights!
Outlaw Playstyle allowing you to lead a horde of bandits, build a safehouse and bring mayhem to a kingdom or even the whole world of Calradia.
Support bandit factions to unlock new gameplay mechanics.
Build a safehouse in any hideout.
Recruit bandit troops in hideouts.
Request bandit parties to follow you (Merge them with your party during any encounter).
Sub-menu to manage your horde.
(Safe house scene) NEW
Added a progression level to the Safe House.
The scene will change to fit the progression.
New features and mechanics to be unlocked with each level.
Criminal activities Speak to local gang leaders and increase your relation with them. Succeed to their challenges and missions to finally become a true criminal and rule your own criminal empire.
Rob townfolks, steal merchants and kill guards in towns.
Work on your relation with local gang leaders.
Get access to new banditry missions (easily repeatable).
Create partnerships or dominate the streets and expand your network.
Build your base and upgrade it for more profit.
Picpocket in villages, towns and taverns.
Scheme room Get access to different schemes to dominate your enemies (and allies...) from the shadow.
Assign one of your clan member to a new role (Enforcer or Spymaster). NEW
Train and manage new agents (Saboteur, Spy and Assassin). NEW
Bribe, blackmail, destabilize any clan.
Poison and murder any hero.
Unique menu.
Tactics Get access to brand new tactics:
Siege tactics (sap the wall, poison the water to weaken the garrison and the militia, destroy the foodstock).
Map tactics (Hide in forests, distract any enemy party chasing you).
Manage your saboteurs.
Infiltration and assassination Enter enemy towns and prove/improve your stealth skills.
4 possiblities to enter enemy towns (sneak in town, bribe guards, get help from your friends, disguise yourself as a guard).
Stealth action in town, kill guards to impact the security (and for fun).
Infiltrate the keep to destabilize the owner clan.
Infiltrate the keep to kill any lord/lady inside.
Enter the prison and try to free all the imprisoned lord/lady for a massive xp bonus (and relation boost).
Escape from prisons and your captors (WIP).
Loot the corpses of your victims.
Incite rebellions If conditions are met, you can try to incite a rebellion in any towns. Participate to a riot in town.
Ambush and distract
Hide in forest type terrains (useful for ambush and scouting).
Send a small party to distract any enemy party chasing you (they will suffer a disorganized penalty).
AI implementation There are 2 types of interaction: Grudge system (AI -> Player) Any hostile action the player does against a clan will increase the grudge level of that clan (you see a notification). A high level of grudge = high risk that the AI decides to fabricate a scheme against the player clan. Schemes the AI can use are:
Destabilization (Blackmail, scandal)
Ransack of your main base
Send an elite party to capture the player
Murder (both clan members and player)
Good practices to protect yourself and your clan:
Avoid focusing on one clan (grudge decreases over time)
Try to cap your network % (work on your relation, assign a good spymaster/enforcer)
Act wisely ;)
You can consult the grudge level of each clan (if any) from the scheme room (Grudge ledger). Contracts (AI -> AI) The player being the agent (funnier than seeing a simple text log...) Receive contracts proposal from faction leaders (target will be an enemy clan of the requester).
Destabilize the targeted clan (scandal, blackmail or incite a rebellion in any of their fiefs)
Kill any member of the targeted clan (brutal execution or discrete assassination)
Activate in the Scheme Room menu.
Localization xml file for easy translation (you can send me your translation and I will add it to the mod).
Future plan Keep improving mod difficulty and rewards
About the compatibility Mod tested in sandbox mainly. Players tested the mod in campaign with no issue (v1.1.x+)
I advise you to make a save backup before using my mod, just in case :)
Globally the mod seems compatible with CEK, Calradia at War etc...