So until Bannerlord reaches full version I've decided to put some more of my energy into this mod a little longer. Big update, see change log below...
Bug Fixes:
- Fixed no cattle for sale in farms making the get fat cows quest hard to complete
- Made the get fat cows quest more transparent
- Fixed a possible issue with peasant rebellions
- Fixed a bug with your children's name if they have children of their own
- Fixed a potential bug if you battled near your lair or Hadrian's Wall, saw a battle message and immediately left battle thus causing message to appear again and again for every battle after
- Fixed a small issue if a lord died while in prison
- Fixed a potential op-code error when taking centers
- Fixed a potential op-code error when npc children grow up and father is dead
- Fixed a few more potential op-code errors with invalid troop messages
- Fixed a few more divide by zero messages
- Fixed a bug in first invasion script if faction was destroyed prior to invasion
- Fixed season town icons not upgrading if switched time progression back and forth right around a season change
- Fixed a crash when clicking on recruited Red Brothers / Rich Francistas
- Fixed a potential, but rare crash bug
- Made troop trails a lot less common
- Fixed some guilty lords at trails being flagged as innocent
- Fixed a bug that sometimes wouldn't change player relations if a faction declared war on you
- Changed tavern keeper mentioning recent Alt Clut rebellion if late in game
- Fixed an issue with player relations with leaders when declaring war
- Changed NPC leaders mentioning "looking for good men to join me" if two cultures are mortal enemies
- Fixed a potential issue if NPC bride doesn't have any family left
- Fixed a potential issue with feast description text
- Fixed potential issue with recycled dead lords mentioning things from their past life
- Improved how lords search for alternative factions when their faction is defeated or when charged with treason. should now have greater importance on culture and religion when making their choices
- Fixed a potential bug in dialog with capture runaway bride quest if you have a fortitude personality.
- Fixed no festival music for some Yale celebrations, people dancing to no music
- Made first invasion force slightly larger
- Fixed a bug when asking to talk to merlin from Arthurs party.
- Fixed an issue with Cear Ebrec siege scene (some troops spawning off scene and impossible to kill)
- Fixed some player built town halls, mainly Pict hall scene and north brit town hall scene
- Fixed very old ladies still able to have children
- Fixed a bug where EVERYONE calls you a "vile animal" if you sell your child
- Fixed NPC adult children not having notes
- Fixed a few plunder scenes that locked you out of town
- Fixed a few camp entrenched battles
- Fixed mercs disbanding for lack of pay, even if you had enough to pay them
- Other minor bug fixes and polishing
- Includes 6.1 and 6.2 fixes
New Stuff:
New Stress System
- Added a new stress system, from now on making decisions that doesn't align with your current honor rating or personality can cause stress, gain too much stress and you will suffer a mental break
- New Lunatic events for those suffering high stress
- Mental Breaks force the player to chose an activity to lower stress, but at a cost
Kingdom Partition Laws
- Added kingdom partition laws and rules. From now on a kingdom can be divided if there is more then one possible heir and thus creating entirely new factions. partition laws can be changed later in game, but needs a vote from vassals
- The new partition system should help make game longer and fix any possible steam rolling, it also adds more strategy for player as they need to consider the downside of having too many heirs.
- NPC minor lord sons / brothers now automatically inherit a lord's lands upon death.
- NPC Ruler Daughters have been moved up a little in inheritance they now come after sons and brothers, but before half brothers when deciding kingdom rulership (except for Gwenyyd who allows female succession before brothers).
- Newly inherited now get their fathers crown as their helmet.
Over 200 New Dynamic Events
- Added over 200 'Crusader King' style dynamic events!
- Created a newscript that will fire one every few weeks or so with over a dozen topics ranging from health events, to marriage events, to children etc.
- New child and Guardian events that shape how your child grows up. Your parenting choices now effecting the kind of adults they will be.
- Added Plague of Justinian in late game
Nicknames
- Added possibility of faction leaders (including player) of gaining a nickname (eg. The Wise, The Just, The Unready), over 12 nicknames in all, and each with there own hidden requirements
- Nicknames are assessed every 160 to 365 game days and will be added to leaders names if they meet requirements
- If adding roman numeral (or nickname) to leader names, their family name will now be removed.
And More...
- Added Birthdays, every NPC lord and children now have birthdays, they will age at different times in the year based on this. (no more everyone aging the same time at end of year)
- Streamlined the torturing process, from now on your extortion demands can be made right after torturing from the same dialog window, no more having to close out torturer box and go talk to
the prisoner.
- NPC love interests have been made more dynamic and can now be set by meeting ladies at feasts
- Town merchants will now always have at least a few of the items made by your towns enterprise if you own one there
- You can now ask your spouse (or lords if you're their faction ruler) to convert if their religion doesn't match players
- Tavern keepers and other NPC's (merchants etc) will now age / change appearance in later game
- NPC lords can now start going bald over age 50
- NPC children growing into young adults should no longer start as balding
- Tripled number of possible NPC children and doubled birth rates.
- Added more experience gains for NPC parties, should help with lords having mostly low tier troops in later game
- Chickens have been added to center scenes
- If you're a ruler and a lord from your kingdom dies in battle you now have the option of paying for their funeral
- Added option to send an assassins' directly from minister, (you still need to have assassins' in your party, have met the lord you want to kill, and the lord has to be within 100km of where you are)
- Player can now throw captive kingdom ladies into dungeons
- Very dishonorable players can force marriage with captured kingdom ladies
- NPC kingdom levies will now disband if no longer at war with anyone
- Added personal/kingdom decision options
- Turned on an old native ladies quest, qst_rescue_lord_by_replace with some changes
- Added a new quest
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Whoa, that great, each time am like "Am sure Lady Ashwood won't update because there already so much thing and quality stuff in the mod she is finish with it" And each time you just add so much cool stuff and work.
bravo bravo ^^
thou i wonder, how hard was it too add those dynamic event in the engine ? Same was wondering how did you manage to add all those town, village, and castle creation and for them to work so well?
Thank you! Actually the events were not as hard as I thought they would be, just a lot of time writing them all and trying to incorporate them into existing mechanics where possible.
Aaah I see, Well it's nice it's was not too difficult to get it in the game.
Thou how much magic is added when you click on the option in game ?
I notice something, but imagine that mainly because of the limit of the engine, Some of the village have ... well some weird building placing, with some being in the ground and weird plant floating. What Cause this ?
Thanks lady ashwood. Been waiting for this.
thats huge update ❤️
Excellent work
The Kingdom Partition Laws are awesome a new kingdoms rise thats amazing even they have ahistorical names
The New quests are unique Children guardians WOW, Stress System for first time at a warband mod
With all my respect to your work ,Thank you for your amazing Mod :)
Why does this mod not have a wiki, if any Warband mods deserve one it is this one. So much things to find and do
Guess I was hoping a fan with a lot of free time would start one :)
Its always been something I hoped to do, but there are only so many hours in a day lol.
Yeah, I mean at most I would just like to know some safe companion combinations. Also how to learn magic...
And who are the romancable companions, lol
Check notes > special traits for more info
What I have found about black magic in these comments after literal years of trying to find it: Be Pagan, recruit Katrin, buy the necrinomicon(sp?)from a book vendor if it is the one vendor (of two, I believe) that has it. Then be a little patient. The idea is that she'll teach you over time
I admit that I haven't been able to test it, because I haven't found the book in my latest game. Also, I guess you can just take her fireballs... that's... something
thnks did u fix the lag in battles?
There are no lag on the battlefield you just need to minimize the troops numbers from camp> mod options
its 300 nd still im having lag noting i dont have this issue with other mods
Try lower it to 250 and if your computer is old like mine you can turn of shadows for environment and lower textures to 80% and turn of HDR mode
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Awesome mod!! Maybe the most complex and with most things to do for warband
How many days do I need before the baby is born?
Talk to your spouse
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Ashwood, I really have to thank you for this. I was a bit bummed when you said the last update would be your last, so this really made my day. This is my favorite mod of all time, overtaking "A World of Ice and Fire" by a country mile.
I can't begin to tell you how much I appreciate this.
I'm a bit busy these days, so I may have to wait a while before I get to try this update out. In the meantime, I just wanted to point out a couple of things I noticed in the last update, since I didn't see them mentioned in the changelog:
1. There was no village elder in Dublin (or at least I could never find him. That may be just me though).
2. In one of the Powys towns, during a tournament, the player or an opponent would spawn outside of the stadium, forcing the player to "give up the fight" in order to fix this. In a Camelot town (I think it was Caer Couli, if my memory serves me correctly), the player would spawn under the floor during a tournament.
3.Sometimes, the fugitive didn't spawn on bounty hunter missions at certain locations.
But hey!, this mod is still great, and your work has not gone unappreciated! Thanks again for this =)
Somehow I felt in my bones that I ought to wait a little longer before starting a playthrough. Payed off nicely
There is an odd bug where after rejecting one companion all other companions start talking to me as if I have already rejected them, speaking as if I have already talked to them...
EDIT: Also armour still affects skills despite having the 'gear affect skill' setting off. Also not getting any food morale
Weird just tried to replicate the bug you mentioned, but its not doing it for me. I just met Lamhcalad in a tavern, told them to bugger off, then met Katrin hired, then fired her, then met Athanagild and hired them no issue. Can you email on here more info? Like did you reject them in a tavern, which companion was it, did you start as king start, what did you do just before having this issue...that kind of thing. Strange, cause other then their dialog, and some quests I never messed with companions, at least nothing to do with hiring them anyway
I agree with gear effect skill not working
about to download, the new mental stress system reminds me of CK3
Yep that is where the inspiration came from. I did enjoy what CK3 did with it, also some of the events I added have CK3 similarities too, though with some changes and additions by me.
Unbelievable
What the actual **** ?? Sorry lol
This mod is INSANE
I love it and i love you Lady lol
damn,i did not expected a update ,thx!!!!!
save compatible with 5.2?
No any major update like this will need a new game for sure.
Lady_Ashwood!You leave me feeling like my favorite band keeps leaving the stage at the end of the night, and despite having a couple of knockout encores, you're coming back on for another!
Thank you!
Since you say you are still working on it,I really wish there were an outlaw faction in the English Channel and really just in the Sea around the map. Ships take a lot of work to get, and the combat on them is extremely fun! The fact is though, there really isn't much going on in the sea.
I dearly wish there was a gameplay loop like Viking Conquest had or the something like the Dena Pirates in Brytenwalda to showcase the functionality that already exists in the mod.
I do also get one bug in this mod that I haven't had from any other where dead enemy's arms go all Stretch Armstrong when they die and trying to grab a shield or weapon from them can become impossible, along with it just looking wacky.
One last observation: Gee, I wish men didn't start to go bald until after 50 in real life. I know quite a few young men under 30 who would kill for that kind of magic.
Thank you. I'll consider adding some Pirates or something to the sea if I do another major update. I think the stretch Armstrong issue you mention has something to do with ragdolls with certain video cards; try turning ragdolls off completely.
Thank you for responding!
This is justd like CK3 but much cooler and immersive.One truly legendary modder here!
Thank you for this new uptade, I actually learned about your mod quite late and from someone else on different mod's discord.
I quite enjoy it and the new content, though I have small suggestion:
I learned how to populate villages to make them growing into city. What I miss however is way to know what population my village has at chosen moment.
All clue what I have is that upgrade button doesn't work, because the village has less than 300 people - but how much or few of them exacly I don't know.
So my suggestion is: why not add data on village's population into the chamberlain?
It could help to me to manage development.
You can see current population of any settlement you've visited in game, just right click on it. Sometimes it takes a few clicks though, but that might just be my mouse issue.
Thank you for explaination, I will have it used in the future.
By the way, how to upgrade city into port?
I finally managed to upgrade my capital coastal village into city, but I haven't seen option to build port for it.
Jesus Christ, this is BY FAR the worst performing mod for M&B I have ever played.
Signed up with the Romano-Briton King, he has an army of ~300 men. Battle starts, and after seconds the framerate drops to single digits.
Even after turning everything down to an absolute minimum. Shaders, ragdolls, AA, HDR, details, everything ist turned off or set to the minimum.
7 (yes, SEVEN) FPS during battles. I have literally seen PowerPoint presentations that were more fluent.
Quite an achievement considering the game engine is 15 years old.
The custom models for armour etc. are subpar as well, and that is putting it lightly.
3/10, and I'm being generous here. Nice idea, embarassing execution.
maybe you should try running the game in a decent computer if your potato cant handle it, just saying...
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I am surprised that you are continuing with the updates on this mod. Thank you, I love it.
Can't wait for whatever will come next for this mod.
How do you capture noble women in this mod? Capturing a city locks me out of it for several days with only the option to manage the garrison. They'll have left by the time I can get in there.
Do I need to do something else?
The female priest character background also spawns with no armor. Is this intentional?
Oh, I found it out requires 6 strength to equip the robes.
I think the rewards for surviving the nun scenario need to be beefed up. You just took down a raid on your monastery solo but you don't get to loot these dudes' weapons or armor or anything.
Especially since failure means death. You'd think they'd at least capture you if you're a woman so you would have a chance of getting away later even if you lost that fight.
It's probably unintended, but it would be nice if leading the first three guys back to the monastery would get the guys there to help you.
I thought I was supposed to go back and warn everyone that we needed help, but then they just stood there and watched me fight three guys alone.
Can I at least get some beefed up robes with better stats so I can wear them all the time and represent the church?
It would really be cool if this got you a unique companion. A fellow nun who also survived that and is all "What do we do now?"
And you're like "We're gonna fight for Jesus."
And then you fist bump and walk off to go get revenge.
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Absolutely adore this mod, simply the greatest that has ever been released for Warband. The amount of effort and depth that has gone into this project is astonishing. Some things I'm frankly surprised to see the engine be able to support.
.. However .. one issue that has been plaguing this mod for quite awhile is the insane amount of frame loss during battles. Regardless of the size of the battles there is some type of script issue which is causing the lag, I assume so because it only happens after a certain point in time during the battle. Is there any idea how to fix this? I have a beefy computer but even that doesn't prevent the intense amounts of lag present during battles. It makes this mod nearly unplayable at times as a result. My feeling is that it might have something to do with the bannerman.
Thank you! Yes the lag issue is still a problem for some people, mind you personally I've noticed an improvement with the last few versions. Are you setting your battle unit limit lower in mod settings via camp? I find as long as I stay under 300 and turn off rag-dolls, battles are playable now. I think there are engine limits that are at play as battles now have a lot of new AI calculations, but I've been working on improving these with each update.