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Warband Enhanced Edition Minor feature list

Nov 10th, 2018
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  1. Persuasion is now Charisma based instead of Intelligence.
  2. You can keep the last equipment received if you stay in service with the lord for 90 days or more.
  3. Mills give their bonus every 2 weeks rather than only when their construction is finished.
  4. Bugfixes from floris: 10
  5. Dickplomacy poligamy fixes.
  6.  
  7.  
  8.  
  9. Player can inspect troop and prisoner equipment.
  10. Bodyguards in scenes.
  11. Player actions in sieges and raids
  12. Cavalry that loses their horses becomes infantry
  13. New party spawns: rogue mercenary companies, fugitive serfs and rebels (beefed up peasant rebels)
  14. NPC lords will train their parties daily with trainer skill just like player does.
  15. Always choose side when joining battles.
  16. Post-battle kill count.
  17. Player gains renown if he kills enough enemies in a battle (every 5 kills = +1 renown).
  18. New visit camp feature.
  19. New textures for female faces.
  20.  
  21. Added bounty quests to tavern keepers. The fugitives and the gold reward are random and based on archetypes (knights, pirates, deserters, etc).
  22. All factions will recognize player right to rule at the game start if king option selected. Thus, options like trade agreements and alliances become available at the beginning without the need to send a companion in a mission.
  23. Horseman now have a chance (20%) of dying or getting knocked unconscious when their horse dies. Can be turned off by following the instruction in the changelog at v1.4.
  24. When attempting to enter a ongoing battle in the map, relations between those parties and the player will be show alongside the party's names.
  25. Added "Sending troops from your party to any walled fief you own" tweak.
  26. Increase world map battle speed by 3x. Also increased siege defender bonus strength to 30% from 23%, while decreasing siege attacker strength penalty to 30% from 23%. This should provide more realistic battles and sieges with the attackers losing a equal amount or 10-30% more.
  27. Various messages now have different colors depending if what they say is positive or negative.
  28. Plenty of changes to a few scripts and lots of simple triggers using the Viking Conquest format that shall provide pretty significant boosts to world map performance.
  29. Added new death animations from the Shogun Sengoku Jidai 0.70 mod.
  30. Lords will randomly build improvements on their fiefs once a week if their wealth is high enough.[/url]
  31. Added option to chancellor chat that allows player to pay weekly compensation to landless vassals instead of losing relations (2000 gold per vassal). More details in changelog.[/url]
  32. Modified faction thinking process when deciding who to declare war to. Factions of the same religion are less likely to engage each other IF there's another faction in the proximity that doesn't share the same faith.
  33. Implemented some Viking Conquest .ini settings thats should improve mod loading times.
  34. Increased bolt quiver capacity to 40-45. Arrow quivers to 60-68.
  35.  
  36. Prisoner management of the leader of a party (player included) determines the chance they will capture a enemy lord after battle (Base chance of escaping = 70%. Prisoner management reduces this by 5% per level).
  37. Persuasion skill reduces chance of player being caught while sneaking into a fief by 5% per level.
  38. Modified requirements for diplomatic agreements and pacts to be successful.
  39. Factions will now engage in more complex diplomacy (trade agreements, alliances, etc).
  40. Message that informs player that food consumption was halved will no longer be displayed if food consumed is 1 unit.
  41. If player is the only one in party the budget report will not be displayed.
  42. Companions that are granted a fief will be show under the notes/character section.
  43. Player can now send troops to another garrison through the Constable.
  44. Once a week, if a walled center has more than 400 prisoners, there's a chance that a prisoner revolt will occur and the prisoners will escape and form a new party.
  45. Increased default maximum amount of bandits and deserter parties.
  46. After a siege ends, castles get reinforced by 250-320 troops while towns get 450-550.
  47. Added new banner choosing presentation (all banners displayed at once, scrollable).
  48. A troop riding skill determines the chance he will be damaged when his horse falls down (player included)(base chance of 70% with each level of riding skill decreasing the chance by 5%, while damage taken is by default 60 minimum and 80 max, with each point of riding decreasing the damage by 7 points).
  49. Increased weekly freelancer xp to 50 per level.
  50. Modified minimum and maximum in game battle sizes to 80 and 600 respectively (so no need to use battle sizer any more).
  51. Fixed free death camera issues when playing as freelancer.
  52.  
  53. Added Campaign AI Fixes and Tweaks by Motomaru https://www.nexusmods.com/mbwarband/mods/3614 . Noticed some world map performance increase.
  54. If player kills/wounds enough enemies (more than 5) while enlisted his commander will congratulate him on his combat skill. The more you kill/wound the more impressed he will be. You will also gain 1 point of relation with him for every 5 casualties you inflict to the enemy.
  55. No marshall is set at the beggining of a king's start so the player can choose early.
  56. Increased horse charge damage by 50%.
  57. Added looting tweak by Tingyun - https://www.reddit.com/r/mountandblade/comments/8p48ge/kill_order_effect_on_looting_and_mod_solutions/
  58. Added perfect troop tree presentation by rubik - https://forums.taleworlds.com/index.php?topic=340676.0
  59. Fiefs will have their culture changed to their current lord's culture once a month.
  60. Player can use ranged weapons during tavern fights (before you would be interrupted by the tavern keeper).
  61. Fixed town merchant inventories not containing correct faction/culture items the first time they're refilled during a new game start.
  62. Newly created parties which belong to one of the crusader cultures will have a new distinctive map icon.
  63. Added extra information to lord notes.
  64. Lords below 60% of their ideal (maximum) party size will not raid villages.
  65. Player can give money to "poor" lords (less than 2000 wealth) to gain a relation boost with them.
  66. Player can donate money to villages with less than 380 prosperity to increase relations. Prosperity will increase once a day until all the donated money get spent.
  67. Added new option to misc menu that makes parties like patrols occasionaly drop their prisoners to their assigned walled center.
  68. A lord's party engineering skill reduces the time it takes for him to initiate a assault during a siege by 5% per level. Also, the time it takes for the besiegers to prepare was decreased to 12 hours (it was 24).
  69. Added 21 Floris bugfixes/tweaks.
  70.  
  71. Added Constable armory feature from Diplomacy/Floris.
  72. Added fief exchange feature from Diplomacy/Floris.
  73. Added expanded rebellion feature from Diplomacy/Floris (when releasing yourself from your oath, you have the option to refuse to give up your fiefs and start a rebellion).
  74. Added trade with travelling merchants feature from Floris.
  75. A town's prosperity now influences the maximum amount of gold merchants can have and receive when they replenish their inventories (Floris).
  76. When using Autoloot to upgrade your companions inventory, a message will be displayed with the upgraded equipment type and item IF they upgrade.
  77. Resting at a walled fief grants +5 morale (this may take up to 6 hours to occur and once triggered it takes 24 hours for the effect to be re-triggered again).
  78. Resting at night morale bonus now works if resting in a walled fief.
  79. Moved exchange prisoner dialogue from Minister to Constable prisoner options.
  80. Player can ask companions to go in diplomatic missions directly without talking to a minister first (Credits: https://forums.taleworlds.com/index.php?topic=231247.0)
  81. Removed annoying notifications to player related to other factions. This includes border incidents, diplomatic announcements (war declarations, truces, etc). They will only be displayed as a message in the world map. Player will still get notification about things rela
  82. Fixed bug where the weekly budget report wouldn't be displayed if the player was enlisted in a lord's party. Thus he would not get any enterprise money during this.
  83. Doubled village merchant item count.
  84.  
  85. Improved NPC King equipment and horse quality.
  86. Increased the amount of experience that NPC lord parties get from succeeding in either defending or attacking a walled fief by 10x (it was too low).
  87. Removed a debug message from sieges.
  88. Fixed battle map sizes.
  89. Camping at night will grant +5 morale each night.
  90. Fixed bug where the option to leave a town wasn't present if there was a tournament going on. This was due to a engine problem that limits the amount of menus that can appear at any given time. About 4 menus where moved to "Misc. options".
  91. Bandits will be able to upgrade first tier troops of their associated cultures (e.g. desert bandits can upgrade to Bedouin recruits and Halqa levies)
  92. If player in defending a siege, and is the town lord, marshall or king of the faction, he can order archers to move to their initial siege positions if he presses the numpad 0 key.
  93. Player party will consume half the food required if stationed in a walled fief. This is to simulate the player paying for accommodation with food included.
  94. New game: Fixed budget presentation being displayed a few hours after the game start making the player lose money early. Now it will take a week for it to show up.
  95. Player will always go visit a fief mounted (if he has a horse of course).
  96.  
  97. Added some native bugfixes from Floris.
  98. Added some code from VC (modified by me) that made fiefs ransom their prisoners weekly. They will also earn the ransom value those prisoners have. So for example, they sold 10 prisoners that have a ransom value of 73 coins, they will have 730 coins added to their wealth, which the fief
  99. Player troops will position themselves more orderly at battle start (Infantry on front, archers behind. Cavalry to the left, Horse Archers to the right).
  100. NPC lord parties and walled centers will update their strength checks quicker now (those checks are used to decide whether to flee or to fight).
  101. Added missing check in a simple trigger that made the game consider the player's prisoner management skill when calculating the chance of a prisoner lord escaping from the player's party. Now it's a base 30% chance every 10 hours with each point of prisoner management skill reducing t
  102. Reduced time that takes for released lords to respawn with a party to 3 days (it was a week).
  103. MAJOR: HUGELY decreased engine load of the script that created kingdom parties (patrols, scouts, etc). Will help with world map performance.
  104. Player can only use Constable recruiter option if vanilla recruitment is selected on new game start.
  105. Added ability to chance a fief's culture to one that the player knows of. By know of i mean one of a faction that the player has joined as vassal or one that he has changed his culture to through the minister dialogue option. Cost for villages is 4000, for castles 7000 and for towns 1
  106. Fixed enter castle scene: guards spawned were town guards instead of castle guards.
  107. If noble start selected, lords of the same faction as the player will recognize him without needing to speak with them first.
  108. Lords will randomly build improvements on their fiefs once a week if their wealth is high enough.
  109.  
  110. Fixed CTT bug. Branches will work properly now but player must do follow these steps first:
  111. 1. Start a new game
  112. 2. Activate CTT troops through town menu or Constable
  113. 3. Go to camp > enhanced options > fix CTT troops > select the number of branches
  114. 4. Change the faction culture to player culture through companion minister (15k coins)
  115. 5. Go to a fief and pay to change its culture to player culture (4-10k coins).
  116. 6. Done.
  117.  
  118. Added option to chancellor chat that allows player to pay weekly compensation to landless vassals instead of losing relations (2000 gold per vassal). Money is withdraw from treasury. Player persuasion reduces cost by 4% per level. Relation with lord reduces it by 2% every five points.
  119. Increased NPC lord initial reinforcement rounds.
  120.  
  121. Added message when a fief is awarded to someone in your faction (vassal of someone or king yourself).
  122. Added message when player vassals have no fiefs (helpful to prevent relationship loss.).
  123. Various messages now have different colors depending if what they say is positive or negative. Also, messages that were limited to be displayed only if the faction involved was the player faction, will now be displayed regardless of that (e.g. "X has been besieged by Y of Z"). (Red = negative outcome, Green = Positive, Orange = Neutral. There's also some blue. Report in the forum any deviation from this.).
  124. Added links to the fiefs or lords in question in certain messages, such as "x village has been raided by y", with x and y having links in the notes to what they're referring to.
  125. Modified armor penetration/damage reduction values in module.ini
  126. Removed fugitive serf spawn message.
  127. Added more higher amounts to the treasury deposit options (Max before was 10,000. Now it's 100,000.).
  128. Removed a duplicate option to customize CTT troops from Constable dialogue.
  129. Fixed companion dialogue related to giving a fief and making him a lord. Hopefully it fixes any problems that 1257AD may have with him getting the land and functioning as a normal lord as well.
  130. Added "Morale penalty based on troops quality v2.0" by kt0 and modified by lazeras (must have the "party size affects morale" option turned on in the reloaded menu) http://forums.taleworlds.com/index.php/topic,8652.msg1576674.html#msg1576674
  131. Troops now eat once every 12 hours (it was 14) https://www.quora.com/How-many-meals-did-people-eat-in-Medieval-Europe-and-when-in-the-day-did-they-eat
  132. Fixed a bug that caused a huge amount of unnecessary calculations during battle. Credit: https://forums.taleworlds.com/index.php?topic=320256.0
  133. Increased maximum number of tournament being held at once to 8 from 3 and increased the chance of them happening to 30% from 6%
  134. Increase world map battle speed by 3x. Also increased siege defender bonus strength to 30% from 23%, while decreasing siege attacker strength penalty to 30% from 23%. This should provide more realistic battles and sieges with the attackers losing a equal amount or 10-30% more.
  135.  
  136. Player king can now choose which fief he wants to take (before you could only choose a fief preselected by order of importance).
  137. Information about lords fiefs (or lack thereof) will be displayed alongside their names when choosing to give a fief to them.
  138. Village elders will receive a random (and small) amount of money at game start.
  139. When attempting to enter a ongoing battle in the map, relations between those parties and the player will be show alongside the party's names.
  140. Increased default goods merchant item count to 35.
  141. Added bounty quests to tavern keepers. The fugitives are random and based on pre-set archetypes (Rogue Knights, Pirates, Deserters, etc). The amount of gold as a reward is random and affected by this.
  142.  
  143. Player gains renown if he kills enough opponents in battle (for every 5 enemies killed = +1 renown).
  144. A message will be displayed when arrows are refilled during sieges.
  145. Player ransom amount no longer tied to amount of money he has. It's now 100 gold per level (300 if you're king).
  146. Deserters/Bandits will now ask for a amount based on player inventory trade goods value and not total wealth .
  147. Ladders take 2 times less to build.
  148. Redone bow stats. Longbows and Crossbows now have pierce damage.
  149. Added new visit camp feature from dickplomacy.
  150. Buying cattle from village elders will add the amount spent to the village's gold amount.
  151. New game: Player will now be properly recognized by the game as king if king start is chosen and will get the bonus to party size (+150).
  152. Arena fighters spawn 4 times faster.
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