This is Prophesy of Pendor Full Version 3.9.3! This version is NOT save-game compatible with previous PoP saves/versions. This is the full download and no patches are necessary at this time.
This is Prophesy of Pendor Full Version 3.9.3!
This version is NOT save-game compatible with previous PoP saves/versions. This is the full download and no patches are necessary at this time.
Full changelogs can be found here: Forums.taleworlds.com
NOTES/KNOWN ISSUES
1. The "hold F1 flag" can't be used together with advanced formations (jkl; like shieldwall), otherwise selected soldiers MAY start to move backward to the edge of the map. With "advanced formations" use mini-map, "hold this position" and "advance/fall back ten paces" to move groups around. POP's default (build-in Warband's) formations work fine.
2. The new garrisons/prisoners hotkeys - on very very rare occasions, due to improper usage by players (e.g. tries to move stacks that consist 1 soldier), may produce unexplained errors.
V3.9.3 Changelog:
BUGS/ISSUES
1. Player starts siege -> enemy sally out -> player defeated -> can't exit scene
2. On very rare occasions it was possible to take and instantly complete army guests (bring cattle, scout waypoints) by speaking with own and foreign marshals
3. Kings of defeated factions and unwanted lords changed their names to the date when they left the game
4. Fixed skills of Velasco Perfecta Banderas Durante
5. One of the Vorador's rumors
6. Alexios will improve crossbows and gun
7. The troop ratio bar with "show reserve forces" option should be displayed properly during fights in various bandits lairs
8. Added check to make sure that player have some free space before receives one of the kings' weapons (before one of the items was replaced)
9. Secured rare case when CKO item upgrade time equals 0
10. Overlapping sounds during Farmers encounter
11. Added extra check for "in battle press TAB to be automatically captured" situation
12. Player CKO female knights won't switch gender back to male after establishing any KO/CKO
13. Typos
GAMEPLAY
1. Successful rescue prisoner quest will raise relations between player and towns owned by imprisoned hero. Before was the last visited town
2. Qualis heroes may use advanced AI on the battlefield (like e.g. lords)
3. Nervous Man, Hired Assassin, Belligerent Drunk stats are constant (comparable to lesser knight, Scorpion, zombie). Increased their levels (40, 50, 40) and rewards for beating (only in tavern). Chance of Belligerent Drunk getting better equipment will scale with player level (Drunk, Guard, Mercenary, Adventurer), e.g. it is possible to meet Adventurer at level 1, but chance is only 2%
4. Items scores (used for auto companions equip and looting): fixed two conditions, adjusted values to remove discrepancies (e.g. Saddle Horse was 2x more "expensive" than Immortal Armor)
5. "Renegade knights" (e.g. Red Fletcher Hunting Party, House of Morgan Renegades, Deathwind Renegades, Outlaw Snow Lion Knights, Ebony Knights Hunting Cadre, Red Brotherhood Elven Slave Caravan):
- groups, which are connected to the main kingdoms, won't spawn if given kingdoms no longer exist, but will be replaced by more generic regional warriors,
- number of soldiers will scale with player level (capped at level 40) ranges from 17 to 86 (was random 1 to 29) - testing
6. Attacking enemy caravans is no longer recognized as dishonorable
7. Villages:
- demanding cows and supplies from enemies is no longer recognized as dishonorable
- decreased honor loss for razing -3 -> -1
- decreased honor loss for stealing cows and taking supplies from friends -5 -> -3
- increased relations drop between player and village owner -5 -> -10
8.Tournament in Valonbray bows -> xbows
9. Missile speed (range) for all ranged weapons will be displayed
10. Mines of Aziz: the blacksmith asks for additional gold bar, the "monk" for extra Qualis Gem
11. Guards in player (faction) fiefs will change according to selected culture
TROOPS
1. Barclay Arquebusier (former Janissary) got promoted - ranged killing potential equal to Mettenheim Heavy Crossbow; upgradeable from Barclay Balestra
2. Donavan's firearms proficiency 200->250
3. Kapitan Gerhart melee proficiency 550->500, crossbow 100->500
4. Melitine Griwbanar lv 40 -> 45, Long Hafted Knobbed Mace -> Melitine Sabre
ITEMS
1. Musket - it is possible to reload while moving. Note: killing potential Janissaries = Empire Armored Crossbowmen, 5% better then siege xbow + siege bolts.
2. Light Plate Armor changed modifiers cloth -> armor
3. Snake Priestess full outfit
4. Viper Sabre snake skin matches color of other Snakes' equipment
5. Added new Snake Gauntlets (used by Anacondas, unlocked for CKO by Heynrich)
6. Griffon on shield and armor faces other direction (in line with emblem on knighthood horses)
7. Phoenix Knight Barbutte should better fit female models.
8. Put your trusted rune armor on and go to speak with Clarissa of Pent
SCENES/MAP
1. Added optional folder with snow, steppe and plains terrain textures made by Saxondragon
2. Sieges (pathfinding, barriers, optimization etc.): Taloncrag Castle, Maras Castle, Talon Castle, Valonbray, Falcondark Castle, Almerra Castle, Elacrai
3. Fixed river bank near Shadi Shahid where parties could stuck
4. Warband collision mesh for gate_house_b (windows smaller then they look)
5. Walven Castle - secured area between two pillars, which might act as a invisible wall or portal
6. Optimized towns icons by removing hidden or hard to notice features (-10% less complicated models)
7. Redone all NPCs map icons (player, bandits, Noldor etc.) - they use actual POP items (only few made up)
OTHER:
1. Reduced pauses on the both ends of neutral_infiltration.ogg track
2. std_banners_e - replaced the middle banner in the last row with the griffon banner (like on Griffons Order equipment) - for RPG as may be used for resurrected Kingdom of Pendor
3. Renamed "Order of the Kraken Cultists" to "Kraken Cultists" for consistency (e.g. to avoid issues in dynamically created text).
4. Removed unused simple trigger checked once a day
I just started my 3.9.2 game, what improvements does this version have over it that makes it worth getting?
Also, may I suggest an import, export of companion characters?
Good work guys, thanks for such a fun experience.
I would upgrade for the bug fixes entirely.
Dear Dev team,
Thanks for the hard work. You have created essentially a standalone title borrowing the engine, 10x better than the original. Can't really thank you guys enough. I really hope the team can continue on to bannerlord.
I share the same sentiment with this guy.
For a standalone action strategy RPG, Mount and Blade Warband is really awesome.
The Pendor mod even made it more awesome.
@MitchyMatt, thank you for sharing such a wonderful mod.
And I hope this mod lives on.
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anyone getting a problem after starting new game where it gets stuck on loading setting data????
Yep just a black screen :v
did you just pasted it over your existing 3.9.2 or did you created a new directory for 3.9.3?
if you just copied it over your old one that might be the cause why
nope its a clean install for me
Christmas is coming early this year huh?
Snake Priestess full outfit? Perhaps you could share a picture of that? I'd love to see it.
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Will there be 3.9.2->3.9.3 patch? My download speed kynda sux.
It's just ModDB in general. Always a bit slow coming from here.
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This is much appreciated mate. Keep up the good work! (Shame that 2000 days of my character has gone :( )
From 3.9.3 I can see a lot of bugs. A phenomenon in which a hideout looks like a city, a phenomenon in which a peddler looks like a castle.There are many bugs, etc. You need to quickly create a hotfix patch
That what will happen if you try to use old save. Start new 3.9.3 game.
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btw i can only vote for 3.9.2
tournament sound bug still exist. I hope in the next patch will be fixed.
great mod btw really enjoy it. Best mod in my opinion
It is not fixable. If that bothers you replace track with empty one. The same for tavern background conversation.
มีปัญหาในแพทนี้
It is not a patch, but full version. Install in a separate folder and start new game.
Man i just got an army of 2000+ dudes, is it work starting again?
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where is the last guy in seven cross keep. when i try to fight my way out there only is 4 guards where is the last guard. pls give picture if possible.
Anyone else have an issue where the advanced formations won't work? I have it enabled in the options and everything, but can't give them orders like shield wall, volley or formations? Or am I just misunderstanding what it does?
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Can you also add companion follow to camp menu? Basicly companions following you in cities and villages. Also maybe marriage with Female companions when they become lady to add more options?
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Does this requires WSELoader to work properly? There are some weird trees close to the Empire capital. Not sure if it's working as intended.
No, it doesn't. No, there are not. Yes, it is working as intended.
Can someone advise - I have a problem with the texture files - I get unable to load messages - how do I resolve this?
Maybe select load textures on demand in Warband's splash menu.
Hi K0nr@d - thanks for the reply - I managed to fix this, it was just the fact I had just reinstalled it, and hadnt run native prior to running the mod!!!
Schoolboy error!
First big thanks to all devs for this mod. I have played pop more than any mod of any game , hundreds of hours . I am playing 3.9.3 now , what i want to ask is : did capture chances or conditions for noldor lords changed ? I tryed 6 times to capture them and they escaped 6 times . I find and begin kite them as soon as they spawn to snake cult armies or what ever non prison holding army than wait till lord heals over 20 % than kite to a human army than join battle . I tryed capturing with prisoner management from 2 to 6 and after failing all i though maybe i should start the battle personally to capture them ?
Please read changelog, to save your time and avoid frustration.
I have red chagelog before and red again now to make sure i am not missing something but couldnt find anything about noldor lords . I know it is impossible to capture other unique spawns while they fight with noldor , added 2-3 updates ago i think . But i was able to capture alderian on 3.9.2 on first try , couldnt capture noldor lords in 6 tries now so i taught maybe something changed . Or maybe my bad luck .
If you are talking about 6 separate tries, not reloads, then PM 2-6 corresponds to 50%-70% chances to capture. So they could escape.
Yes , ok i will keep trying till i get that precious brown leather jacket :) It would be cool if it was sold on mines like for 3 qualis for standart and 5 more qualis for runed one . Anyways thanks for response .
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I'm not sure if it's a bug, however the damage for Ruby rune weapons is as equal to that of a strange rune weapon, with the only change being that they deal piercing damage.
It is not a bug.