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This page was last updated on 17 April 2024, 2:40PM
- Changelogs
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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)
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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.
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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
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Version v1.2.9.7
- Hotfix: Crash when starting a custom battle
- Localization: Fixed some incoherences and updated the xml file
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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
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Version v1.2.9.5
- Hot fix: Additional layer of check conditions to limit negative impact from other mods
- Some string ID fixes
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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
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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
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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
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Version v1.2.9.1
- Painfull change to fix the sneaky update done by TW, ruining all the GUI used during missions...
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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
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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
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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
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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
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Version v1.2.8.5
- Quick fix: Random crash during Pit Fight when holding Left Alt
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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
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Version v1.2.8.3
- Hot fix: xml reading crash with Steam version
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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
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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
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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
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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
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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
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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.
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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
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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)
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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
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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)
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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
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Version oldv13.0.1.0
- Quick fix: Hostile guards behavior was deactivated in enemy towns if you own a safe house
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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
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Version oldv12.3.1.0
- Quick fix: Hostile guards behavior was deactivated in enemy towns if you own a safe house
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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
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Version oldv12.2.3.0
- Hotfix : Attempt to solve 2 bugs
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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
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Version oldv12.2.1.0
- Fixed a crash on scheme selection menu
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Version oldv12.2.0.0
- Localization File updated
- Few fixes and cleaning
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Version oldv12.1.1.0
- Escape: scene improvement
- Hotfix: Crash sometimes happening when the hero dies during a mission
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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
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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
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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
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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
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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
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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.
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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
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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
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Version oldv11.0.2.0
- Added new conditions to resolve some possible crashes on the map and when establishing your Safe House
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Version oldv11.0.1.0
- Fix: Minor Faction recruitment bug
- Banditry aftermath improvements
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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
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Version oldv10.0.1.0
- Quickfix: Condition linked with the Safe house was missing
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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)
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Version oldv9.2.2.0
- Updated localization file
- Small fixes and optimisations
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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
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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
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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
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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
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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.
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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
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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)
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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)
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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%
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Version oldv8.2.3.0
- Hotfix: Crash after Radago's hideout tutorial mission
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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)
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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
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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)
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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)
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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
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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).
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- Author's activity
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April 2024
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17 Apr 2024, 2:40PM | Action by: Spinozart1
Changelog added
'Change log added for version v1.2.9.10'
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17 Apr 2024, 2:34PM | Action by: Spinozart1
File added
'Fourberie (Cunning) v129 [version v1.2.9.10]'
March 2024
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19 Mar 2024, 2:52PM | Action by: Spinozart1
Changelog added
'Change log added for version v1.2.9.9'
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19 Mar 2024, 2:51PM | Action by: Spinozart1
Changelog added
'Change log added for version v1.2.9.9'
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19 Mar 2024, 2:46PM | Action by: Spinozart1
File added
'Fourberie (Cunning) v129 [version v1.2.9.9]'
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01 Mar 2024, 4:48PM | Action by: Spinozart1
Changelog added
'Change log added for version v1.2.9.8'
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01 Mar 2024, 4:45PM | Action by: Spinozart1
File added
'Fourberie (Cunning) v129 [version v1.2.9.8]'
February 2024
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23 Feb 2024, 11:51AM | Action by: Spinozart1
Changelog added
'Change log added for version v1.2.9.7'
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23 Feb 2024, 11:50AM | Action by: Spinozart1
File added
'Fourberie (Cunning) v129 [version v1.2.9.7]'
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18 Feb 2024, 5:09PM | Action by: Spinozart1
Changelog added
'Change log added for version v1.2.9.6'
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18 Feb 2024, 5:05PM | Action by: Spinozart1
File added
'Fourberie (Cunning) v129 [version v1.2.9.6]'
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15 Feb 2024, 8:48PM | Action by: Spinozart1
File added
'Fourberie (Cunning) v129 Banner Kings [version v1.2.9.500]'
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15 Feb 2024, 8:31PM | Action by: Spinozart1
Changelog added
'Change log added for version v1.2.9.5'
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15 Feb 2024, 8:27PM | Action by: Spinozart1
File added
'Fourberie (Cunning) v129 [version v1.2.9.5]'
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11 Feb 2024, 10:56PM | Action by: Spinozart1
File added
'Fourberie (Cunning) v129 Banner Kings [version v1.2.9.400]'
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11 Feb 2024, 7:51PM | Action by: Spinozart1
Changelog added
'Change log added for version v1.2.9.4'
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11 Feb 2024, 7:44PM | Action by: Spinozart1
File added
'Fourberie (Cunning) v129 [version v1.2.9.4]'
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05 Feb 2024, 7:36PM | Action by: Spinozart1
Changelog added
'Change log added for version v1.2.9.3'
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05 Feb 2024, 7:33PM | Action by: Spinozart1
Attribute change
'file visible to the public'
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05 Feb 2024, 7:33PM | Action by: Spinozart1
Attribute change
'File \'Fourberie (Cunning) v129\' description changed.'
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Endorsed
'Fourberie (Cunning)'
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25 Apr 2024, 3:37PM | Action by: dracusmarcus
Untracked
'Fourberie (Cunning)'
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25 Apr 2024, 11:53AM | Action by: Mastaks1998
Tracked
'Fourberie (Cunning)'
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25 Apr 2024, 8:51AM | Action by: Erzylon
Endorsed
'Fourberie (Cunning)'
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25 Apr 2024, 7:32AM | Action by: Paranoiax
Endorsed
'Fourberie (Cunning)'
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25 Apr 2024, 6:01AM | Action by: Kurosaki101
Tracked
'Fourberie (Cunning)'
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25 Apr 2024, 5:34AM | Action by: stellar3109
Endorsed
'Fourberie (Cunning)'
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24 Apr 2024, 10:44PM | Action by: dracusmarcus
Tracked
'Fourberie (Cunning)'
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24 Apr 2024, 10:06PM | Action by: elelento136
Tracked
'Fourberie (Cunning)'
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24 Apr 2024, 9:16PM | Action by: DaneClarke
Tracked
'Fourberie (Cunning)'
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