Post news RSS Upcoming Prophesy of Pendor v3.9 Changelog

This is the current WIP changelog for Prophesy of Pendor v3.9

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Hello everyone,

As many of you know, 3.9 has been in development for some time and with good reason. What started off as patch 3.8.5, steadily turned into 3.9. This version will contain many QoL changes, balancing issues, new features, units, and armor.

We currently have no ETA on the release date. However, this does not mean we are far behind. In fact, we are currently winding down on our checklist and will soon enter our Beta Test phase, in which rigorous testing will hopefully squash most bugs we may have overlooked.

The changelog will consist of many, many points, so it is up to you to sort through them and see if there are any changes you will like.

20171027210821 1


- equipment upgrade discount (-90% to both time and money); added two safety checks for negative time (min 1 day) and cost (min 1000 gold)
- all available items will appear on the CKO upgrade lists
- black screen after CKO upgrade (press the "leave" key)

- "bounty quests" - only KO's enemies accounted towards it
- quest to "win a tournament" will fail ONLY if both conditions are true: "no more days left" AND "tournament in the quest city is on"; otherwise it will be canceled, in which case cooldown time is reduced 7days->1day
- minor custom KOs solders should not wear dresses
- exploit: for orders, especially "free" ones (e.g. Griffons from "the letter" option) it was possible to progress in their hierarchy by simply creating (add x rank points) and dismantling (subtract 0 rank points) chapters

20171027211156 1

- "defense bonus" (x2), when player autoresolve battle against them
- trade Qualis for Noldor troops when party is full (the gem disappears and Noldors were lost)
- modifier "tempered" not assigned to sword received as a reward in the Noldor tournament
- training grounds - max number of opponents is 4 (for high player level)

- will not be enlisted by kings as mercenaries if: given hero executed by player or asked for items before or already on the map or imprisoned by player
- accept items from captured unique spawns heroes when inventory is full
- Maltise can not be moved to the castle prison
- Dread Legion will not spawn, if Maltise executed by player or asked for unique items

- drunkman "wine problem"
- gem weapon not received when player inventory is full

- player does not take "track down bandits" quest, in the meantime quest's bandits are killed -> player speak with guildsman -> script error
- tutorial merchant quest - corrected number of required solders
- tutorial merchant quest - during the "hideout part" common lair leaders will spawn instead of heroes (reduced hp was shared amongst all of them)
- during "free lord form prison" quest player has the same items inside and outside
- player replaced minister -> latests quests given by minister were aborted (penalties), even if were successfully completed
- after successful "pretender quest" relation with pretender faction was set to 0 and as a result no lords helped player in the battles (even if player acts as a marshal); now it is set to 60
- "deal with looters" - spawned quest looters were killed by AI parties; now they are neutral to all other groups on the map and only player can hunt them down

- 20.2 and 32 - Marius Imperator should not act as a lord of defeated faction, Lord Leonius should
- 38 companions who not acting as lords, won't receive relations boost with player after battles or sieges
- feasts relations modifications (fixed thanks to Leonion)
- some NPC (Iris, Trainer etc.) treated as sergeants by minor KOs crated by lords (fixed thanks to Leonion)

8. Reduced chance to corrupt gamesaves during save operation on the world map by decreasing frequency of less essential background calculations:
- achievements checked 1hr->24hr
- Leonion's tweak 32 (forcing lords to leave dead factions) checked 1hr-> 2days
- Leonion's tweak 29 - reduced on screen spam messages and removed one trigger checked every 12hr by moving this feature to the Tawernkeepers

- no space in inventory and coronation gifts were lost
- exploit: player can only receive one crown helmet

- arena sound would cut abruptly shortly after the beginning of a tournament round (added delay)
- the arena/tavern infinite sound loop

- Tab behavior in combat: player fell -> taken as prisoner -> escaped -> TAB in the next fight = fight automatically lost
- Retreat (F1->F5) battlefield option
- after issuing order: "use only blunt weapon", units without such items will use the first melee weapon from their inventory instead of fists; see note about cavalry in the "Known Issues/Notes" section

- Sher Quila was marked as a "tower siege"
- Seven Cross Keep spawn point (lord rescue mission)
- removed walls from Gunders Lodge interior as some NPCs could spawn behind them
- Snake Stronghold - removed chest from the initial scene (wooden interior)
- fixed some rare NPC barefoot
- fixed the body of arena fighters

- Troops Trees in Reports: removed duplicate troops and cover situation when troops have more than 24 items (error messages before)
- fixed transparent items in the "achievement" or "order established" screens
- fixed "few" spelling mistakes

- fixed font kerning for potential localizations
- corrected height of all characters with accents
- is optional (players can enable it themselves) as too many confused Mac, Linux and non English players

- fief's mineral bonus implemented as was originally planned; as a result chance to get 300 increased from 5% to 11%
- player leads allies to break the siege, but after winning all allied lords and their armies end up in player party (listed only on the world map)
- script error, when player (as a king) dismissed own mercenary company
- companion set to "stay away from fight", then promoted to minister, able to clone himself (is in the castle and party)
- cloned wife/spouse
- ladies-in-waiting will spawn as prisoners only if their kingdom is active (alive); rescued ladies of fallen kingdoms will have only option to enlist them
- UllrVetr Manifest exploit
- corrected strength headers (from str_34 to str_120) so decimal value match hexadecimal


- options to start without banner ("your father was ..."): merchant ship captain, retired noble adventurer, wandering nomad clan leader, rough and mysterious figure
- redistributed few skills points assigned during character creation - max skill level capped at 7:
-- stage1 - misterious1 - looting 4->3, tracking 0->1
-- stage2 - succmarch2 - trade 2->1, athletics 0->1
-- stage2 - fend2 - looting 3->2, ironflesh 0->1
-- stage3 - engineer3 - engineer 4->3, athletics 0->1
-- stage4c - selfmarch4c - trade 2->1, prisoner management 0->1
-- stage4d - selfmarch4d - trade 1->0, tactics 0->1

- compensation for not being awarded a conquered fief 900->2500 denars
- income +33%, upgrade time -33%, upgrade cost -20%
- increase penalty for stealing cows: honor -1 -> -5, lord relation -3 -> -5, village relation -5 -> -15
- increase penalty for stealing food: honor -1 -> -5, lord relation -1 -> -5, village relation (capped at -55): -1 -> -5 for player village, -3 -> -15 otherwise

3. Prisoners prices -15%, lords ransom -15%

4. Mounted archers =>30 will cost +20%

- thanks to Dusk Voyager's script CKO units will equip all items from inventory (e.g. all will spawn with two quivers)
- training progress is checked more often (-25%) - should reduce training time
- knights and sergeants genders can be set independently
- rearranged and added items unlockable for CKO:
-- separate dialog option: Maltise, Ithilrandir, Aeldarian, Syla, Burilgi, Heynrich, Alaric
-- addition to diamonds: Kjuda, Zulkar, Rasmus
-- items enabled via script - changed abundance 100->1
-- added missing/new Noldor items (both gloves, knight helmet, cape versions of armors) to both lords or Elcari

- ability to buy full armor set, shield and horse from the Knight or Sergeant in the castle (not CKO!); to access minimum 1200 renown, 30 honor and +30 relations required OR player is Grandmaster (additional discount); prices depends on relation level, but even with 100 points, items are 35% more expensive then in shop (for 14 trade)
- during promotions in a KO's hierarchy player will receive given KO's shield as well(so far only armor and horse)
- added Order of the Kraken Cultists - very strong infantry with ranged capabilities upgradeable from Fierdsvain nobles
- removed Ebony Gauntlet from Senderfall, increased their spawn rate in Avendor 20->30
- King Gregory IV not going to create Falcons
- reduced honor required to join Eventide 20->5
- handle Snake's or Heretic's Book to enemy order (castle) to receive small gratitude and boost to relations (1 book = +1, 3 books = +5)
- KO's renown quest - player can dismiss own solders in order to make space for KO units (reward)
- Griffons:
-- other kings would not create this chapter
-- player can create chapter without Sir Darlion or "letter", if he/she created own kingdom and follows Old Pendor culture

- will upgrade/repair shields to: plain -> thick -> reinforced (20, 15, 30 days)
- fixed not allowed modifiers for this type of upgrades, so received items will follow common design rules (e.g. max for "leather" armors is hardened, not lordly)

- enable/disable automatic troops training in the Training Grounds in a given location
- accept 10 or all (up to max capacity of player's party or money) noblemen into player court

- sell/buy diamonds, which allow to store money in a more safely way
- three sizes for 10k, 50k, 100k gold
- relation with city need to be at least 0, +10, +15 for options to appear
- 5% fee when selling
- diamonds can be sold to the merchants for 10% of their nominal value
- small amount of money from each "buy transaction" is added to the city wealth
- when player captures an unique spawn, hero can trade his/her freedom for Large Pouch of Diamonds (instead of 100k denars)

- added info about locations of all invading armies (cost 2000 denars, saved to the Game Log)
- 2x Various Loot could be exchanged for Baggage Train (one at the time)

- removed Queen Agnus Freebooter, Singalian Horseman, Barclay Lancer, Red Fletcher Longbowman
- added (chance 10%, 15-19 units at once): Melitine Free Brother, Mettenheim Avonteurer, Barclay Adventurer
- their hire price based on level (+25% if mounted, +30% extra)
- added option to hire unlimited number of common mercenaries - squad of 30 solders (mixed tiers, enlist price +40% above "tavern merc")
- gamble with Ramun to get access to some unique troops

12. One companion (especially Frederick, Donavan and Boadice) may be asked once a week for few special troops (player lv =>20); if companion in tavern 1-6, in party 2-4, who act as a lord 1-2; their hire price based on level (+25% if mounted, +20% extra)

- adjusted prizes received after winning Noldor tournament (chances, quality and quantity); some cheaper items are bundled
- Noldor Maiden Ranger gives honor +1 when released by player
- relations with player reduced -20->-30
- added option to reduce relation with Noldor by -10 at one time
- pass Noldor Trade Goods to Arandur and Quigfen to receive more troops
- changed Noldor Warrior to Noldor Hunter as prisoners in Jatu Army (Quigfen's quest)

- lord with a small army (<=70 solders or <=60% of "ideal party size"), who is currently at a walled fief (e.g. was beaten and just respawn), should not leave location
- (as a result of above) taxes from lord's fiefs are automatically transferred to his account every week (was every month)
- base income 1000->500
- added fief exchange with lords (modified and fixed Leonion's tweak 28)
- added info about lords wealth to the info page
- marshal (player) can give order "There is a fortress which can easily be taken. Go to.."
- added dialog option to free player's lord kept in player's faction prison (lord switched to the player's faction while he was in prison)

- have max capacity
- Sarleon: Lion Warhorse replaced with Sarleon Armored Warhorse
- Janos: replaced Marius Helmet with Runed Bastard Sword
- Javiksholm: replaced Runed Bastard Sword with Ancient Rune Axe

- Pendor caravans will recruit Pendor troops
- replaced Mercenary Infantry with Mercenary Warrior in all caravans

- added Barclay and Mettenhaim to the Troop Trees in Reports
- added the "ratio bar" displayed on the battlefield screen (number of allied troops vs. enemies); may: be disabled, include reinforcements/reserve
- revamped the mod options page
- siege attackers waves 40->32
- added 2 options to display messages on deaths in player army and kills by player
- reloading game doesn't change outcomes of some events
- set can_crouch = 0 as high tier range units can't hit crouching solders; players can enable this feature easily in the "module.ini" file
- there were two types of blood particles : "line" of big, slow, long lasting droplets and "cloud" of small, fast moving, fast despairing droplets; removed "line"

- increased rewards (gold and xp) and opponents quality for some quests (e.g. Troublesome bandits - added few Rogue Knights and Squires to Native's bandits, but reward was increased x10 (700-2800 gold lv 1-60)

- during coronation player will receive one of the six crown helmets (different designs, connected with culture, the same stats)
- "Heartbeat quest" - added more troops and Melitine company
- added throwing_daggers to the player's inventory during "sneak in to the town" type of missions
- Scorpion Assassins replaced D'Shar Ghazi Revears as "night bandits"
- walled fiefs interiors are guarded by the top common solder from given faction
- new NPC in one of the towns - thank you


1. MAP
- fixed minor imperfection on the world map (e.g. stretched map texture on a sharp edge)
- new mountain texture
- added a wooden bridge near Singal and made the nearby mountain pass more visible

- plenty of new and replaced scene items: 9 paintings, 11 carpets, vegetables, fruits, bread, candles, chandeliers, scrolls, chairs, statues, long table, fixed torches, oil lamp, brazier, cauldron, plates, meat, steampunk style globe and bathtub
- reworked taverns and town castle scenes, as well as the wedding scene (items, light, layout, textures)
- changed Sarleon castle scene, moved the globe to the ceiling

- added Lucky Lancer's training fields
- Elacrai
-- changed siege scene: adapted terrain and added a second ladder
-- training grounds: moved spawn points closer to the middle of the arena, moved two of them above ground, max number of opponents is 4
- reviewed, corrected and improved most walled fiefs' siege scenes - they should protect defenders better; fiefs done:
-- Sarleon: towns, Kelredan, Mobray
-- Ravenstern: all
-- D'Shar: towns, Sher Quila
-- Fierdsvain: all
-- Empire: towns, Savador, Waven


20171027190721 1

- reviewed Pendor reinforcements - strength in line with the other kingdoms
- reviewed companions' unique reinforcements - strength comparable with the standard lords' templates
- Lancer and Light Lancer were merged with Cavalry and Mtd MAA as "lancer fix" made them redundant
- Cavalry prof 235->210, all stats -1
- Mtd MAA prof 275->250, all stats -1
- Armored Bowman Helmet with Cap -> Visorless Sallet
- Heavy Spearman prof +10, Heater Shield -> Heavy Heater Shield
- MAA removed Helmet With Cap (28 head armor), added Mail Mittens
- Bladesman Heraldic Mail -> Heraldic Mail with Tabard, Cap & Chain Helm -> Maximilian Helmet - Open
- Squire Saddle Horse - > Darksteel Hunter
- Foot Knight Claymore -> Battle Hammer, iron gauntlets -> hourglass gauntlets
- Knight added Battle Hammer, iron gauntlets -> hourglass gauntlets
- Pendor_Black_Archer lv 36->40

- added common Calvary (lv 31 from Armored_Footman)
- MAA prof 220->240, added mail mittens and steel hammer, guaranteed gloves
- Halberdier Great Helmet -> Steel Sallet, Heraldic Mail -> Polished Plate Armor
- MHC Flat Top Helm replaced by Open Bascinet With Feathers, guaranteed gloves
- changed Knights helmets to better fit their culture
- Red Fletcher Longbowmen - buffed skills and stats, archery 200 -> 280 guarantee helmet and gloves, lv 20->36

- Kierguard melee prof 290->280, swapped his skills (ONLY) with Ravenstern Highlander
- Horseman upgradeable from Ravenstern Footman
- Ranger (mounted as well) - guarantee gloves
- Knight added Silver Great Claymore, Battle Hammer and Ravenstern Longsword, changed helmets and armors to better fit northern culture
- reduced Highlanders ransom price 600->400

- more troops have (guaranteed) gloves
- D'Shar_Noble_Cavalry - armor and boots replaced with D'Shar Plate Armor and D'Shar Brass Plated Boots
- Djaha Archer agi 15 -> 24

- reworked all ranged units
- added "spear only" troops
- in the Fierdsvain army, up to Fierdsvain Trained Militia and noble line, serve about 35% women
- decreased levels and charisma of few vassals (both parameters influence party size)

- Light Cavalry upgradeable from Empire Levy Hunter
- Legionnaires equip more throwing weapon (20%->45%); has lower attack autocalc value
- Empire Knight lv 35->40, str 21->24
- Empire Broadsword thrust damage 18->22
- Iron_Circle_Centurion level 45->50
- increased levels and charisma of few vassals (both parameters influence party size)

7. INQUISITION - new "flavor" minor faction,
- hero Holy Inquisitor Rasmus Devatica hunts Heretics and "persuades" D'Shar to forget about their false gods
- army, warband, patrol size groups
- Monks and Pilgrims can be upgraded to the more potent "holy warriors", who wield blunt weapon only
- if D'Shar kingdom is defeated, all armies are recalled and few groups start to hunt Heretics

- reviewed knights, matched equipment better, levels correlated with real battle performance (checked in >600 tests - sieges and open field vs. various opponents) and modeled autocalc
- Knights of the Raven Spear upgradeable from Ravenstern Knights (were Pendor Knights)
- Shadow Wolves upgradeable from Empire Knights (were Empire Legionaries)
- Phoenix Squire upgradeable from Empire Horseman
- renamed "Lady Valkyrie" to "Valkyrie"
- Falcon Order:
-- upgradeable from Maiden Adventurers (were Maiden Noble)
-- not enough Red Brotherhood and Adventures parties to complete the bounty quest - switched Adventures to Jatu
-- added men knights
- Shadow Legion Centurion received Ironbred Stallion

- reworked Mercenaries Tree, wages increased +66%->100% as they become stronger
- adjusted numbers, composition of some mercenary/unique spawn companies (e.g. Griffonsword, Kodan, Alaric)
- buffed stats of both unique spawns and mercenary leaders; added some guarantee flags and few missing items
- buffed unique solders of The Snowlion Brigade, increased number of solders
- Knights of the Unicorn gloves and helmet are black as the rest of their equipment

- are able to slowly recover from the "obliterated" stage
- added new unit - Asp Vanguard - Maltise's bodyguards outfitted with unique armor set and weapon
- Maltise received supreme Asp's set
- Anaconda Knight strength +5, agility -1 as not totally undead, just "modified" by Priestesses
- Snake Cult Armsman strength 12->15
- Dread_Legion_Infantry - replaced Gauntlets with Dark_Leather_Gloves (Gauntlets look too clean)

- Eyegrim_the_Devourer has only 1h Ruby Axe as melee weapon, received Demon Helmet
- Fallen_Revenant received guaranteed Demon Helmet
- replaced Double Axe with Thunder Double_Axe (designed for Heretics) for: Fallen Footman, Fallen Veteran, Fallen Warrior, Fallen_Revenant
- zombies level vary (20-35) - more xp
- Doomguide and Possessed Doomguide received small shield; Possessed Doomguide set as "always fall dead"

- Hauptmann has armor with cape, lv 40->45
- Greatsword without
- Mettenheim Spieszknecht prof 290->320, removed Bec de Corbin, replaced Long Awlpike (can't brace) with Ashwood Pike
- Mettenheim Forlorn Hope lv 47->55

- renamed troops (made up names)
- replaced Heavy Footman and Sapper with Barclay Adventurer (upgradeable) in taverns
- Heavy Footman - Barclay Noble Sword and Morningstar instead of Claymore
- Sapper - removed shield
- Conquistador lv 47->55
- Lancer 40->45

13. MELITINE: removed 'guaranteed horse' from Archer and Infantry

14. JATU
- Jatu are able to slowly recover from the "obliterated" stage
- buffed slightly Zulkar's Grim Riders, both heroes and their armies
- decreased min numbers of solders in a Jatu Army to compensate above

- reworked Vanskerry tree,
- updated party templates
- Queen Agnus Freeboters buffed skills, removed ranged flag, guarantee gloves, lv 40->36

- Wolfbode Honor Guard received Ironbred Stallion
- Bearclaw_Berserker level 50->45

- buffed Warden and Sheriff stats and equipment, both units use only blunt weapon
- Singalian Horseman agility 12->15

- added for: Townsman, Caravan Master, Vanskerry Marauder, Mystmountain Raider, Heretic Worshipper, Barclay Heavy Footman
- removed for: Hauptmann, Barclay Lancer, Melitine Heavy Horse Archer

19. Heroes with good equipment received helmets, but access to their inventories (includes autoequip) is restricted (require level 15 or 30)

- kings and top 3 lords from each kingdom will have equipment with the best possible modifier (e.g. lordly armors)
- kings and Noldor lords get secondary weapon, when they handling unique one to the player
- Gregory gloves and boots better match armor, removed Runed Bastard Sword, received unique crown
- Ulric removed Lion Shield, received unique crown

- their stats match the lore better
- all have household troops

22. Singalian Vidona and Snake Cult Leader (both hero and common) has "pretty female" faces.


- Cavalry Mace, Cavalry Club, Steel Hammer and Battle_Hammer
- Valkyrie helmet
- Demon Helmet
- Asp Set (6 items) and supreme version for Maltise (2 items)
- Unicorn Helm and Open Unicorn Helm for Knight of the Unicorn
- Supreme Raven Helm for Ravens
- Barclay Light Armor and Morion for Barclay Adventurers (thanks to Cozur)
- new lady dresses
- Kraken: two shields, helm and armor
- trident
- Noldor Plate Greaves
- armors with 5 colorful tabalts

- Maciejowski Helmet Black

- simplified and resized shields models
- improved mesh and added male version of Falcon Plate, Valkyrie Stag Plate and Valkyrie Unicorn Plate
- Silvermist Mail Hauberk
- armors from Ohagi-junT's "PoP Adaptation files for(Prophesy of Pendor3.7063)": aqs_std_lthr_coat, aqs_nobleman_outf
- Dark_Knight_Helm
- optimized feather on Jatu_Mask_Helm
- Noldor Warsword
- Polehammer
- an_sword01
- ashenborn reaver halberds - lower poly, smaller
- ashenborn 2 handers - lower poly
- ashenborn2hs & snake sabre transferred to 1 texture
- created scabbards for above swords
- King Ulfrics Lance
- joust_of_peace, heavy_lance, heavy_lance_02, heavy_lance_03, colored arena lances for each team
- awl_pike_b, pike,
- spear3, screwedspear3, spear, spear_f_2-9m, bretonspear,
- japanspear, realglaive - lower poly
- unique model for Kaverra's Manopener
- realpolehammer, realbastardaxe, realbattleaxe, realhalberdd
- battle_ax, rustysword_a, dagger_b, club
- Griffon_Warhorse -> recolored from purple to back

- shields dimensions match their descriptions
- renamed few items for better identification (e.g. Great Helms) or to avoid clashes with modifiers (like old old sword)
- Eventide helmet - corrected inventory image
- head clips: flattop_helmet_new.lod1, ridge_helmet_a/b/c, corinthian_helm_01/02
- normanhelmwithcoif - moved a bit back
- axe and great axe - corrected and optimized meshes (to fit 2h role)
- assassin_knives corrected animation
- pa_pop_armor_02_snouz applied manual lods from aqs_plate_armor2
- added "carry flag" to few items
- Blunt Steel Polehammer changed thrust animation
- Phoenix Broadsword and Phoenix Longsword - swapped names - better fit meshes
- toned down contrast on haume_balder's texture
- coat_of_plates - sleeves fit plate gloves
- Fierdsvain_Vendel_Helm - moved slightly down and back


1. Difficulty reviewed and set for most items

2. Balanced gems weapons - each gem gives unique bonuses

3. 1H 2H
- runed_bastard 43c 35p 3kg 110speed 4200gold (was 48c 42p 3.25kg 118speed 5103gold)
- noldor_bastard 42c 30p 2.8kg 103speed 3000gold (was 36p 20p 3.25g 96speed 2101gold)
- strange_rune_two_h_sword 55c 30p 3.3kg 90speed 9303gold (was 65c 38p 2.25g 95speed 19303gold)
- valdis axe 60c removed thrust value 4.5kg 95speed 11000gold (was 55c 23p unused 5kg 81speed 1350gold)
- dire_axe 2778->3700, diff 13->30
- ancient_rune_axe 2238->3300, diff 13->19
- long_axe_c 1399->1800
- long_axe_c_alt 1399->1800
- long_axe 697->820
- long_axe_alt 697->820
- doom mace 351->2000, added can_knock_down
- viper sabre 2100->1100, enabled scabbard
- noldor_longsword weight 3->1.8
- ebony_bastard_sword 1521->3200, weight 2.8->2.5
- all ebony 1h range from 1200 to 1700
- strange_great_sword 2277->2700
- Eventide Longsword thrust damage 21->24
- Empire_Broadsword thrust damage 18->22
- phoenix_broadsword 1310->800
- barclay_sword 415->500
- rav_longsword 354->420
- bastard_sword_b 245->390
- sword_medieval_c_long 182->280

- Melitine Tear Shield weight 6->5
- Melitine Horseman Shield weight 3->4
- Immortal Shield speed 75->82, hit points 500->600
- Empire Infantry Shield speed 65->80
- shield round 26 350->200

- Banner_of_Sarleon - 4500->10000
- jousting lance 127->1800
- great lance 167->600, damage 21->22, speed 55->80
- Bec de Corbin is not pike, Southern Glaive is

- added all bow's modifiers (cracked, bent, fine, strong, masterwork) to: Noldor Composite, Darkwood, Ebon, Hawkstorm and Short Composite Bow
- emerald_rune_bow 4923->17962
- Heritage_Daja_Bow accuracy 98->96
- ullrvetr_manifest - difficulty changed 7->5, price 1650->100
- long throw spear 1251->1100, ammo 1->5, difficulty 4 (max, due to problem with accuracy)
- thrown axes - speed 18->24, quantity 4->up to 8, bonus against shields
- maiden crossbow 1665->2200, abundance 2->3
- singalian_arrows 160->400
- dshar_elite_arrows 1200->1300
- melitine arrows 200->750
- melitine arrows2 300->680

- noldor_ancient_plate weight 21->22
- noldor_noble_armor weight 19->21
- noldor_rune_armor weight 22->19
- noldor_female_armor weight 10->14, diff 21-> 25
- noldor_archer_garb diff 30-> 21
- Eagle_Breastplate_Over_Mail armor 0/+2/+2, abundance 35->30, price 4400->5750
- Blue Rampant Lion Surcoat armor 0/+10/0, weight 18->22, abundance 100->30, price 1448->3100
- Blue & White Long Mail Surcoat armor 0/+2/-1, weight 23->21, abundance 100->10, price 2300->2900
- imperial_radiant_plate weight 24->26
- phoenix_plate removed merchandise flag, CKO unlockable by unique spawn, weight 26->24
- sing black leather 1782->5600
- scorpion armor 7123->5500
- hauberk_silver_mail weight 23->21
- silvermist_plate 21->24, value 8000-> 6200
- wolf armor 1 6015->4600
- hera_brig_plate_black 4107->9587, abundance 30->3, renamed to Heraldic Elite Brigandine
- plate_mail_polished - 4300->4800, weight 25->22

- all 6 crown helmets have the same stats and price (1000)
- sallet_closed 1585->1710
- both Eventide Helms body armor 6->4
- few items received +1 to body armor

- each pair of gloves is different (visually or stats wise)
- noldor leather gloves weight 0.8->0.3
- dark_leather_gloves 670->850

- Heretics and Snake books 100->500 (should be higher in loot)
- noldor_goods and loot prices 3000->5000

- Blue Rampant Lion Surcoat
- Long_Hafted_Knobbed_Mace
- Spiked_Club
- Desert_War_Axe
- Plate_Covered_Round_Shield
- Leather_Covered_Round_Shield
- Heater_Shield_-_de_Fleur_Adventure_Company
- Heater_Shield_-_Order_of_the_Raven_Spear
- Heater_Shield_-_Order_of_the_Wyvern
- Scorpion_Round_Shield
- Hide_Covered_Round_Shield
- Fur_Covered_Shield
- Engraved Serpent Shield
- Snake Cult Shield

Knighthood Order Change Sheet:

20171027191637 1


Oh boy, hopefully it's coming for long winter evenings =)

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Sooooooooo Long.

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I'm very happy to hear that the new version is coming! I have three important suggestions. Firstly, this skill prisonnier management is over powered. I have this skill on 10 points so thanks to this i captured ALL sarleons lords and their king in about 30 days. All of them are in prison so i can easy conquer their land which i am doing :D It is very stupid. Secondly, the weekly wage of troops are to hight. You must decrease it or decrease the money needed to upgrade a troop. For example after the fight against some lord or king who had 300-400 troops against my 400 troops, i loose 50-100 of my strong troops. The money and loot is very low, because my troops take a lot. After this battle i must to recruit and upgrade new troops which need A LOT OF money. When i got recruits, the opponent gathered new strong army much faster, so this war is very unprofitable. The last thing is the taxes earned from fiefs. When I conquered a castle, in weekly pay i get about 5000-10 000 money, but in the next days, the money is getting lower and lower to about 1000. I don't know why this happen. I have cities around so peasant can easily trade their goods.

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Ransom for king and lords will be about 120000 denars. If you prefer to keep them in your dungeons, don't blame the game that you don't have enough money. All mechanics are connected and balanced around each other (e.g.easier to catch lords, which you can ransom and use that gold to rise more solders).

Fiefs will give more money, be cheaper and faster to build in 3.9.

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Can't wait it to be out, no other mods are fun.

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how can i find a masterwork runed bastard sword ?

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Pure luck.

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Next year gonna be awesome!

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@k0nr@d i think this 120000 denars is a joke :) I have never reach half of this money for ransom lol. When I was crushing sarleons singly or 2,3 at one time I lost some of my elite troops which are very expensive and as you say the 120000 denars will be the huge profit from battle, but i got about 3-12k. When i ransomed this guy he returned with 200 man army in about 4-5 days, a lot of sarleon halbediers and knighthood troops. So i have started to keeping lords in dungeon, because lack od money. I can tell that this deal is more profitable because i conquered all sarleon in a short time :) Remember that i am playing on AI campaing "hard", quit game only with save, brainy bots and 500+ battlesizer, so my difficulty raiting is above 140%

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Finally there is a reason to play Sarleon! also can you guys please upload all the change troop trees?

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Could you change army sizes? Different army sizes would give me something to do during level 25-30.
In my case tho I went full Str-Agi so I can match others, so I didn't have enough charisma and leadership to take on higher armies.

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Lol so don' t grind str and agi only. You must to choose your way: warrior or leader. I can recommend you to grind charisma and str, gather a army, get qualis gems and exchange the into potion which will upgrade your statistic (something like 2 str and 2 agility per qualis gem, i don't remember). I advise you to stay safety in big battles because in this mod ranged troops can easy take you headshot and the elite troops have 40 lvl so... For me this way is the best. Actually i have sth about 35 lvl and my stats are 25+- str 15-20 agility (i can use nethetworld charger :P ), 10-15 int and 30+ charisma and conquered all sarleon land and half of empire :)

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will it be save compatitable ?

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No, it won't be.

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hey m8 when is this going to apear ,cant wait no more!!!

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can anyone tell me what version PoP is supposed to be run with these days? 1.173 ok? i have had some bugs trying it out

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I run POP 3.8.4 with Warband 1.172 without problems.

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For those talking about gold and troop cost, I think it's about right and you may be mismanaging something in your economy. The key is to hold a castle before you start raising large forces. Track the days and then just garrison all your high level troops when payday draws near. As of the last version, this reduced your upkeep significantly.

If you are trying to ride around with a massive army of high tier troops then you are doing it wrong (and this is not very realistic as no army keeps a horde of elite troops in the field unless they are needed). I moved around with a small but elite bodyguard of Maiden Nobles (because my backstory was a warrior queen) and my companions. Never had any problems and routinely was pocketing about 10k-20k gold per week in addition to loot from battles.

If you're desperate, just go and solo the Vanskeyr Raiders (spelling probably wrong there). Once you hit level 15-20 they are not too hard if you are mounted and you get some loot that sells pretty well. They also spawn very quickly, meaning you can fill your bags quickly, ride back to town and sell all of it. I usually grind this for an hour or so with a new start and walk away for 30-40k gold. Just don't take out the landing spots that spawn their small bands. If you see a bigger group, ride to your nearest castle, grab your escort and detachment and go out to rape face.

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Enjoying 3.9.1 now. What features should be look for as you work on the next version? Will we get personal household troops like other lords?

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Player has fully customizable CKO.

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This is a very well made mod. Perhaps you guys can create a large story-line that ties in with the Noldor at some point? Can we recruit Noldor lords into our (player-made) faction and have a bigger backstory that influences the world in some way later on in the game? That would be cool.

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