Sword of Damocles: Warlords is a A-Historical Medieval Full Conversion for M&B Warband. It is a Sequel and a improved port of the the Sword of Damocles Modification on Classic M&B. This mod is based around the time of the fall of the knight and the rise of the mercenary.
Sword of Damocles - Warlords(Test Combatant) v3.88 to v3.91 Beta 3 Fix 1 Patch By: Computica SOD TEAM 2011
This patch was released some weeks ago. It will update any full install from 3.88 to version 3.91 beta 3 fix 1. This doesn't include the graphic updates from 3.90 so 3.90 is optional to install. Just make sure this patch is installed last.
Change-log:
Bug Fixes
*3.91b2
-Fixed a bug where villages were spawning recruits even when there was no population.
-Away Lords caused exp. bug. Fixed that and the way they spawned on the map.
*3.91b2f1
-Fixed issue with not being able to retreat in-battle.
*3.91b2f2
-Peace notification menus are now turned off for other factions if the show diplomatic message switch is disabled now.
-Thopica's town scene is fixed
-Horses won't rear when attacked by a thrust positioned spear unless actual bonus damage is applied
-Sulves's village scene is now a snow scene
-Arbalest shoots much faster, has a speed increase, and does more damage
-Fixed Estin, Panto Castle, & Uskeild scenes to snow
*3.91b3
-Prevented village icons from becoming the wrong icon type after being looted.
-Troops will only surrender only if they have been hurt. Enemy troops with full HP don't surrender.
-Troops that surrender get correctly added as prisoners after battle.
-All outlaw troops are now in the outlaw faction instead of there related kingdom faction.
-All building improvements are revised and checked for mistakes. Checked Building Descriptions too.
-Castle Chapels rise the faith of its castles bound village local faith.
-Faith system was revised and fixed. Faith should properly grow now.
-Chapel upgrade system was wrong. The result upgraded no Nobles.
-AI fief Improvement scripts were fixed.
-Surrender on off switch was referenced incorrectly in the options menu.
-More money per week for Armor/Weapon/Horse Stores.
-Fixed scene for Alporna Village.
-Slightly increased building difficulty for improvements.
*3.91b3f1
-Fixed Building Improvements Question Dialog
-Reworded "You are building..." to "The inhabitants are building..." and "The Troops stationed here are" for castle construction.
-Note: Population effects building time while amount of soldiers garrisoned at castles effect building time.
Added/Experimental Features
*3.91b2
-In-battle enemy surrendering. (Gives you the option to let your enemies surrender during battle. They won't be prisoners unless they are using a blunt weapon. Upon surrender you don't receive exp.)
-In-battle surrendering can be turned on/off
-In-battle surrendering has been made a bit more difficult to trigger
-Amount of arrows/bolts/bullets have been increased
-ZER Horse speeds were too fast, maneuvering was too high, and health a bit low|Rebalanced ZER Horses.
*3.91b3
-Added Shift/Zoom functionality to death camera to speed up movement.
-Attack and Defend buttons now make the death camera go up and down.
-Added new grunt and war cries sounds for females.
-When denying surrender you gain 1 point of morale for each troop that would have surrendered.
-When denying surrender your troops get a small health boost.
-Infestation is now open to all bandits depending on area. Not just looters, mountain, & forest Bandits. This also means bandits of the type will spawn from those infested villages.
-You are warned when your centers are infested by bandits if a message post is built.
-Bandits can now mix merge there parties into mixed types. On Hard Campaign AI they will also combine with looters. A On/Off switch was made to toggle this feature.
-Chance of infestation depends on its faction's diplomatic Serfdom.
-Increased number of Kingdom Colors you may choose from. (Ask me to implement more and I won't respond to you.)
-Temple type buildings that are built in towns now automatically upgrade Garrisoned Top Tier Nobles to Zealots based on that town's local Faith and that town's bound village('s) local Faith.
-AI Lords now build buildings and pay money for them just like the player does.
-All improvements that give renown, increase health, population, faith(Player Faction), and income are beneficial to lords now.
-If AI Lord has a fief with a Barracks, Practice Range, or Stable built this will increase the amount of times they can hire troops by 1 each every 24 hours making these buildings very useful. Because of this the game will be much harder if a lord owns a fief with all 3 of these buildings built.
-If AI Lords have a fief with a Blacksmith built the cost of hiring troops at that fief are cut in half for them. Because of this the game will be much harder if a blacksmith is built for an AI lord.
-If AI Lord has a fief with a Barracks, Practice Range, or Stable built this will increase the amount of total experience (3000[Normal], 4500[Hard], 1500[Easy]) that is given to troops at that fief by 250 for each improvement built. If all 3 are built the owner of that fief will have higher level troops garrisoned.
-Village Elders can now be individually told to stop reinforcing player fiefs and vice versa.
-The Village Elder, Guild master, and Prison Guards (Castle) can now be asked which improvements does that current fief have.
DO u have to start a new game??
Yes.