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Sep 9th, 2017
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  1. General changelog for all version history:
  3. 1. Part of the skills can be leveled up to 12-15. The trade is cut to 8, due to the balancing of the economy, engineering, due to the reduction in the time required for the construction of stairs / siege towers (for the sake of the NPC, since their characteristics have been revised, and they begin to siege castles much faster), the first aid and something else.
  4. 2. The experience of the hero, companions and troops is increased 4-7-9 times, respectively. Considering the dangerous crowds of bandits, it is highly recommended that the hero and / or a couple of companions be leveled up as quickly as possible.
  5. 3. The starting parameters of the hero and companions are increased, all companions begin with 1 level. Together with the increase in experience, it is now possible to completely turn a companion into a combat vehicle, if you spend a lot on his/her equipment.
  6. 4. The speed of the siege tower is doubled.
  7. 5. Reputation for any positive action is increased, but balanced.
  8. 6. The number of recruits in villages and mercenaries in taverns is increased.
  9. 7. In the taverns, you can hire a male mercenary line (Guardian), and female - Peasant Woman (Refugee) and its derivatives.
  10. 8. Added disabled units, which were used only in cities and castles: guards of the prison, guardians of the palace, bodyguards. Of course, they are rebalanced. The Sisters of Arms have the final branch of development - Seraphim and Demoness, both horsemen, differ only in stats and ammunition.
  11. 9. Added a wild pile of things, a variety of weapons, a variety of armor, included samurai and black armor, katana and steel bow.
  12. 10. Great armor balance: in the Native, even the best armor did not save, now there are better armors, but their cost will be shocking to you. In addition, they are also quite rare on sale.
  13. 11. Most of the mod has been translated into Russian. The exception is the imported names of weapons and armor, there are so many of them that it's just a mockery.
  14. 12. The construction of a mill in the village will now give a steady increase in welfare every month.
  15. 13. In battles and sieges, you can use I to open inventory.
  16. 14. In any battles with the allies, the hero can command all the troops, with the exception of allied lords.
  17. 15. Three new troops trees. Each two factions can use one of these trees. (Attention - all new troops are mercenaries, and morality is not particularly affected by them)
  18. Khergits and Sarranids: Killer dogs. The troops are fast and strong, but most units have weak armor. Exceptional power is possessed by long-range units - the Cleaners, capable of destroying enemy's divisions at great distances. Skillful and fast Assassins are ideal for destroying enemy infantry, mounted Death-bearers against knights and cavalry, and Executioners are very useful in storming enemy castles.
  19. Swadia and Rhodoks: The Twilight Army. Balanced units that combine all possible branches of development. Walking Guards and Sergeants will not yield even to the strongest infantry of the enemy, Masters-archers are well protected, and can take care of themselves and in close combat, Royal Knights - heavily armored vehicles for the offensive, well, the crown of development - Dark Knights and Dark Snipers, with them you can go on the attack on any fortified castle.
  20. Vaegirs and Nords: Eastern army. In the hands of these kingdoms came the knowledge of the conduct of the battle of the eastern nations. Their units are quite strictly divided into two categories: powerful and armored samurai-infantrymen, and cunning and fast ninja-throwers. They do not have cavalry, but this drawback is more than paid off by the Masters of the sword, Shadows and Shinigami - horsemen do not interfere with these craftsmen using the weapons of the legendary warriors of the east.
  21. 16. Old troop trees were also changed, mainly those that we can hire in taverns. Mercenaries, besides the Guardians, are now also the female part of the population of Calradia. Villagers, having taken up arms, begin to study military art, and their choice is truly enormous. Finite types of female branches:
  22. Snow Queen - warrior in white-blue clothes, with a blade, from which it frosts. She, of course, is not equal to heavy knights, but in a battle she shows herself perfectly.
  23. The priestess of the temple - is an archer who knows no equal. Her golden bow sends arrows always exactly to the target, but the light clothes of the Priestess make her very vulnerable in close combat.
  24. Priestess-renegade - warriors of melee, who rejected the art of possession of onions. Their blades are powerful and fast, and armor is strong, but they are not knights, that's why they are not particularly strong.
  25. Knights-dragons - that's the true strength of women in the war. Horsemen in a light but well-defended armor with blades of dragon's fangs, a special attacking guard.
  26. Dragon Archers - these maidens not only learned to ride riding, but also shooting and bow. And dragons because their weapons are as elite as the knight's knives.
  27. The male half also has its updates. Their new branch turns mercenaries into heavy infantry-soldiers, clad in steel armor, from which you can then get the final units:
  28. The Kalradia Lancer is a mounted warrior with a mighty spear, which even the Rodok sergeant will envy. He is quick, but can not deliver a cavalry blow, but in his business of destroying the infantry he is a master.
  29. Marshall - the most elite infantryman in the game. Powerful armor and powerful weapons make this unit a storm of enemy generals.
  30. General - mounted elite warrior. Fast and strong, but defends in the defense of other elite troops.
  31. Hell Marshall is the most elite equestrian warrior. Even the hero will have to sweat, fighting with him.
  32. 17. Added several secret heroes. Unfortunately, some bugs are connected to them: you can not send these characters to get the right to rule, you just need to look at the equipment for the first time, and then change it for the second time; nevertheless, they go to the battle properly equipped, so this formality can also be skipped. (These characters hide their weapons and sometimes - helmets, it is not known what it is connected with.) And, also, do not give them fiefs, as the characters simply disappear. These characters were test, but remained in the release, so their only use is to run with the hero in the team.
  33. 18. Added upgrade tree for bandits of all colors. Now it makes sense to deafen a bunch of scoundrels and force them to work for themselves. At the peak of their abilities, bandits become:
  34. Hell sergeant - strength, armor and fury in one bottle. Black and maroon knights with fiery blades, extremely useful for capturing castles.
  35. Infernal sniper - his armor is as strong as that of sergeants, but they prefer long-range combat.
  37. Patch 1.6:
  38. 13.1. Fixed weapons for all lords and suzerains.
  39. 13.2. Fixed the difference between the speed of construction of stairs and siege towers.
  40. 13.3. Fixed a tree of troops for the guard and hunter for the bandits.
  41. 13.4. Fractions in special bands of bandits have been fixed.
  42. 13.5. Fixed all groups of deserters.
  43. 13.6. Fixed uprising (removed applicants, as in the original CC).
  44. 13.7. Fixed stats of hunters for bandits.
  45. 13.8. Fixed item_kinds1 - things not previously appeared in the game are now available.
  46. 13.8. The problem with LODs has been fixed for some particularly unpleasant textures (thanks to openBrf).
  47. 13.9. Fixed some textures.
  48. 13.10. Fixed bindings of bandits, deserters, mercenaries and the rest of the rabble.
  50. Patch 1.7:
  51. 1. Some extraneous effects on the weapon (red haze, fire, etc.) are removed from the top blades and some other weapons. On bows and half-tattered things the effects are left.
  52. 2. The captain was rearmed to the appropriate ammunition.
  53. 3. Reviewed the chances of the appearance on sale of all half-tops and top armor and weapons. Something is slightly reduced, something is reduced at all.
  54. 4. One-and two-handed top swords (instead of half-tiered swords) were added to bonus items, a top non-cavalry spear, something else.
  55. 5. Appoints in the bonus chests in the cities to the top armor and weapons - for those who are too lazy to suffer at the beginning of the game.
  56. 6. The pretenders to the throne are rearmed in accordance with the equipment of the kings.
  57. 7. There are a few different crazy things removed from the sale, but Japanese wakizashi for throwing and the like are left for the fan.
  58. 8. From the wood of the troops of the native factions, the guards of the castle have been removed, the guards of the prison have been strengthened (so that the keys are not so easy to pick!) And renamed %faction% guards. (The Sarranids have overseers, they already have a guard) They immediately improve to the unique top of this faction.
  59. 9. The stats of all non-native companions (added by the mod) are reduced to the level of conventional companions. I remind you that they will not become lords anyway.
  60. 10. Added new unique fractional units:
  61. 10.1. The Swadian Uhlans are a heavily armored cavalry with powerful spears exclusively for a cavalry blow. I advise you to manage manually - the fan and the meaning will be much more. Do not forget that the lancers must always be close to each other.
  62. 10.2. The Vaegir gold shields are cavalry with the most powerful shields in the game. Can deliver a cavalry blow, if, of course, they will change weapons in their hands, and so - just quite serious riders.
  63. 10.3. Rhodok snipers - an alternative to the Cleaners, the best rifle troops.
  64. 10.4. Khergit infantrymen - strong guys and the only Kergit top without horses, are useful in sieges.
  65. 10.5. The Sarranid knights are an alternative to the huskarlam, armored cavalry.
  66. 10.6. The Nord squires are the only horse troops in the Nords. The quality is inferior to any other riders, well, at least some of them will now.
  67. 11. Reduced the parameters of the crossbow from the Cleaners (and Rhodok snipers). (Coz they literally clean the territory).
  68. 12. Many small corrections of balance. For Warband version 1.168 and above - balancing the rp-component. 150 weapon points per level, 2 skillpoints and a pointpoint per level.
  69. 13. The values of the experience in the module.ini are finally balanced. The numbers indicated there are ideal for a pleasant game at maximum difficulty. The lower the complexity, the more boring it will be.
  70. 14. Finished and returned to the game script to restore the defeated kingdoms. Now there are chances that the completely defeated faction will rise, immediately with the lands and vassals, by betraying these vassals of their current faction.
  71. 15. Correspondingly corrected the script for insurrection. The pretenders to the throne still can not be found by the player, but the automatics, nevertheless, works, especially when some kingdom is overflowed with a bunch of vassals, preferably dissatisfied.
  72. 16. Finished balancing throwing weapons, bows and crossbows. Top shooters should be feared even in the top armor.
  73. 17. A bunch of small weapons changes - damage, speed, weight and so on.
  74. 18. Most of the options for the basis of the mod - Custom Commander have been translated into Russian.
  75. 19. Fixed strings to build in rankings - F2 in combat.
  76. 20. Slightly weakened the packs of soldiers of Chaos, added bands of bandits and similar strolling packs.
  77. 21. The final branch of the development of slavers is added. Cavalry, not very strong in the attack, but extremely tenacious.
  79. Patch 1.8:
  80. Scripting and engine changes:
  81. 1. Edits of ballistics of arrows and bolts were made.
  82. 2. Fixed forgotten with the alpha values of speed, etc. some weapons.
  83. 3. Fixed skill levels:
  84. -Fighting skills are returned to the top ten.
  85. -surgery for full development will no longer give 99% of player's non-dying, limit of surgery 12 (in full-charge (12 + 4) will be 88%)
  86. -small skills reduced and limited to 8: first aid and something else.
  87. 4. The prices for things in cities are revised (in the hundredth time). This add-on can be given the version number, as in a separate mod.
  88. 5. Part of the relatively useless items (such as wakizashi for throwing) was out of sale.
  89. 6. All firearms were deleted from all possible bonus places. In the 2.0 release, perhaps they will return, no longer cheating, as before. And maybe will not.
  90. 7. A buggy white robes is cut out of the sale, and with it a white hood with a pair.
  91. 8. The names of native cities are returned.
  92. 9. The boot screens and the fashion logo are updated to closer games to lore.
  93. 10. Rebalance of half-tatter and top armor: all parameters of these armor were reduced by 10-20%.
  94. 11. Something else.
  95. Changes to graphics, animations and the like:
  96. 1. The textural mode of Cinematic Compilation is adapted.
  97. 2. Added HD-textures for lamellar native armor.
  98. 3. Retexture of native samurai armor.
  99. 4. The HD-version of the global map is installed.
  100. 5. Adapted mode ACM (new animations).
  101. 6. Adapted mode Speed & Stability (optimization of LODs and mesh)
  102. 7. Retexture of part of buildings.
  103. 8. All native flags are returned in the best quality.
  104. 9. Retexture of steel and all surfaces with metal. In the same paragraph I will add new sounds for steel weapons.
  105. 10. A new sound theme "Classic M & B", an old saw-off.
  106. 11. Retexture of the landscape, trees, grass ....
  107. 12. Some other textures, which I did not remember.
  108. Attention. Despite the retexture, the overall size of the textures has grown slightly, and should not affect the performance. I always optimize the graphic part so that it works adequately even on old calculators.
  110. (1.8.1a) Bugfix: Fixed all the maps of arrows, quivers, etc., which broke in 1.8.
  112. 1. The whole line of armor fashion is arranged in order, their parameters are balanced, including the price. 2. The whole list of half-weapons and top weapons was put in order, all parameters, including the price, are balanced.
  114. 3. Fixed outfit of the captured quest heroes.
  116. 4. Along with the bugfix, a new display of arrows and bolts in flight is added.
  118. (1.8.1b)
  120. 1. Fixed ammo of the Hell marshalls (I tested them on different combinations and forgot to restore their default)
  122. 2. Fixed several blunders in the mechanics of AI on the global.
  124. 3. Translated all the remaining castles and villages in the global to the Russian.
  126. 4. The warg is rebalanced.
  128. (1.8.1c)
  130. 1. Replaced the sounds of blows on the player from the arrows to the usual without words.
  132. 2. Replaced icons on the strips of health and horses. (The strips themselves were reworked in 1.8)
  134. (1.8.1d) ATTENTION. A new game is highly desirable.
  136. 1. Additional balancing of things and troops.
  138. 2. Some of the flags are replaced with new ones, lorry and beautiful ones. In the future, for the same, perhaps, replace the most.
  140. 3. Added an additional branch for women mercenaries: Valkyrie and its two derivatives.
  142. 4. Small edits of textures.
  144. 5. Harnessed the timeout for the recruitment of prisoners.
  146. (1.8.1e)
  147. 1. Added lost texture.
  148. 2. Added the choice of the number of units in combat (from 120 to 480) in the game options, instead of picking the rgl_config file.
  149. 3. Added translation into English of all new armies (for those who play in English).
  151. 4. Changed the chance of capturing enemy lords after winning from 30% to 66%.
  152. 5. Now you can intervene in any battle for either side. [Test Update]
  155. P.S. As I tested, battle size option in-game doesn't work well (along with previously saved game tested) - it still uses native numbers up to max 150 ppl in battle. Anyway, there is no sense in removing this update.
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