Mount & Blade: Warband

Mount & Blade: Warband

Aut Caesar aut nihil
[BG]Maxi  [developer] 6 Sep, 2020 @ 1:48am
Dev Blog XIII
New version: 1.420
This version is NOT savegame compatible

Changelog:
Fixes:
- fixed some freelancer bugs
- fixed a minor bug in arena code
- fixed some tree glitches
- fixed a minor issue in economic initialization code
- fixed Parthian royal family ages
- fixed path finding issues for sea traveling: traveling from port to port via magister civium now works properly (you will not get stuck), the English canal is now passable!
- fixed a minor issue with auto-sell code
- fixed small issue in barrack menu
- fixed a bug with Paulus quest
- fixed minor dialogue issues
- fixed a minor issue in start up quest
changes:
- you can now recruit hornmen from (non-Roman) castles and towns
- player can now change equipment of Lords of his faction
- change to flipping a coin: AI will now stop playing if it loses too much
- troops will no longer spawn mounted in camp scene
- if a lord switches faction he will have a starting relation of at least 5 with his new liege.
- disabled spawn points of bandits
- changes to map:
* removed reverse foam
* changed ocean texture
* Germania: changed Cheruski to Lugi, added a new town, castle and some villages to the East, changed borders
* added Tingis, Cnossus, Salamis, Caralis, Aleria, Rhodos, Rusaddir + two new provinces: Cyprus and Corsica et Sardinia
* added new ferry from Hispania to Mauertania
- special merchant inventories and latifundium inventories are now updated on a weekly basis
- restructure of the town menu
- death camera is now usable in quick battles
- tributary mechanic:
* removed option to enable disable, now always enabled
* now fully available for player
- changed two special lord dialogues
- made all factions hostile towards Roman rebels
- changes to the three minor factions:
* if they are hostile to factions holding nearby villages, they will raid them regularly
* events for player to interact with them
Additions:
- events:
* added silk worm event and option to produce silk in latifundium (only possible if player has more than 11 expeditions to the East done)
* added new event chain involving Avaritia and Superbus
* added Pharaoh event
* added new corruption event + possible quest
* added event about beetle plague
* added events for the three minor factions
- additions to latifundium:
* added a new latifundium scene (for plain, steppe, steppe forest and plain forest)
* added a guy responsible for grain
* added new building of silk worm breeder, only available once you stole the silk worm (event related)
* mercenaries can now spawn in taverns of latifundium
* number of prisoners/guards is now visible on campaign map for latifundium
* building of guard houses now allows to station 10 troops in the latifundium, for the guards house to work 10 guards are needed, stationed guards will spawn on scene
* new building of living quarters: it allows you to rest at the latifundium
* can hire doctor in latifundium now, who can treat you wounds
* no longer possible to buy latifundium in deserts
* added fire events for latifundium: If player is not governor of neighboring village fire can etiher be avoided, which gives you opportunity to send gifts and improve relation with governor or your estate is damaged. In the later case you need to pay for repair works. If player is governor, estate will always be damaged.
- added repetitive missions for freelancer:
* patrol area
* forage for food (hunt)
* training session
- added new scenes:
* added new scene for Sarmizegetuza
* added new scene for Calisia
* added new dacian castle scene
* added a scene from brytenwlada for calidonian castle
* added two new unique east germanic castle scenes
* added new coastal castle scene for Mediterranean islands
* added new village scene for Calidonian villages
* added new village scene for villages in Egypt
* added new village scene for villages in Dacia
* added new village scene for certain east Germanic villages
* added new coastal village scenes for Mediterranean islands
- added three new companions: two normal ones and a special one (based on Quo Vadis book)
- added chests for villa scenes
- added new presentation for camp menu
- added follower party
- added option to hunt (in camp menu)
- added leadership skill bonus from high rank officers (Vexilarius, Aquilifer, Primus Pilius, Tribunus): maximum of 3
- added malus for lack of officers (all other officers): each 100 men need 2 officers to be efficiently commanded, a lack of officers will reduce tactis skill by either -1 or -2
- added back change weather cheat under debug cheat menu

A latifundium overview report and something similar for fiefs is currently in work, will come in next update.
I also have some ideas for more freelancer (non repetitive) events for the Praetorians.

Due to changes to sea traveling, in rare cases parties can get stuck while switching from land to water. But there is a trigger which finds those stuck parties and reactivates them. That trigger will apply all three days, So after at least three days the party should be reactivated. Still, there can be map issues, so if a party isn’t reactivated after a week it is probably a issue with the campaign map on this location.
Last edited by [BG]Maxi; 6 Sep, 2020 @ 1:48am
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Showing 1-8 of 8 comments
Yopey7051 6 Sep, 2020 @ 3:44am 
oh neat
BanDHMO 6 Sep, 2020 @ 9:16am 
Nice, lots of good features again! Especially looking forward to the new areas of the map. Always felt weird that many big islands were deserted and there was a big hole between Germanic and Sarmatian areas.
BanDHMO 7 Sep, 2020 @ 10:45am 
Here is the patrol stuff we talked about on another thread. Unfortunately I read your response just now after writing it all up, or I wouldn't have written it, since it sounds like you might not need it anymore. I'll post it anyway, maybe parts of it will be useful to you.



PATROL OUTCOMES

Propose rewards:
reward_low = 5 points
reward_med = 10 points
reward_high = 20 points


Name: Nothing happens
Prep:
{patrol_nothing_vignette0, "a small merchant caravan slowly making its way to the nearest town."}
{patrol_nothing_vignette1, "a wild scavenger gnawing at a day-old animal corpse."}
{patrol_nothing_vignette2, "a young woman taking a break from gathering roots and berries to swim naked in a creek in the wilderness, oblivious to your whole unit stealthily gawking at her before moving on with the patrol."}
{patrol_nothing_vignette3, "a group of pilgrims traveling to visit their holy site."}
{patrol_nothing_vignette4, "an imperial messenger, riding down the road at lightining speed, his purebread horse foaming from exertion."}
{patrol_nothing_vignette5, "a logger's caravan, bringing donkeyloads of wood to the nearby village."}
{patrol_nothing_vignette6, "a foraging party, returning back to the legion with a fresh carcass."}
{patrol_nothing_vignette7, "a hunter, headed to town with a haul of skins and furs."}
{patrol_nothing_vignette8, "a large, well-organized caravan, whose guard detachment rivals your unit's strength, its hardened mercenaries staring you down with suspicion as they pass."}
{patrol_nothing_vignette9, "a village party, returning from town with miscellaneous purchases."}
{patrol_nothing_vignette10, "a few birds, soaring magestically over the path and flying along your route, which is definitely a good omen."}
{patrol_nothing_vignette11, "a dead bird, decomposing on the ground, definitely a bad omen."}

patrol_nothing_vignette_full = "^^You saw " + patrol_nothing_vignette + rand(0, 11)

Text: "March, march, march. The potentially dangerous task of patrolling with a small force turned typically uneventful again. The unit covered its designated route, taking great care to avoid potential ambushes." + patrol_nothing_vignette_full
[reward_low]



Name: Enemy spotted
Text: "A small group of armed men suddenly turned around as your unit approached and moved briskly, putting more distance between you until they disappeared from view. You have a few horsemen that can pursue, but most of the unit is on foot. ^^"

if player_rank is not high enough to command: "The unit commander proceeds with caution, keeping the force together. It is too slow to catch up to the opposing light party, who easily slips away." [reward_low]

else

Opt1: Proceed slowly, keeping the force together. "You proceed with caution, keeping your force tight and looking out for each other.^^"

N=25
N% chance: "As you round a bend in the path, you see the opposing party lined up to meet you, backed by more allies. As missiles rain down around you, the unit organizes for battle. This would have been a tough battle if your heavy infantry wasn't with you." [battle: player + 5 equites + 15 heavy infantry vs 20 light infantry, reward_med]

(100 - N)% chance: "The heavy legion infantry is too slow to catch up to the opposing light party, who easily slips away." [end patrol, reward_low]

Opt2: Lead your few equites in a mounted pursuit. "You and the horsemen easily catch up with the armed men.^^"

X=25
X% chance: "Seeing your superior speed they turn around and attack." [battle: player + 5 equites vs 7 light infantry, reward_med]

Y=25
Y% chance: "As you round a bend in the path, you see the opposing party lined up to meet you, backed by more allies. It is too late to run, as missiles rain down around you, you order a charge at the superior enemy." [battle: player + 5 equites vs 20 light infantry, reward_high]

(100 - (X + Y))% chance: "As you catch up, the armed men lay down their weapons and submit to your inspection. There is nothing to suggest they are bandits or otherwise engaged in anything illegal, so you let them go." [end patrol, reward_low]


Name: Suspicious character
Prereq: {player_rank} is high enough to command the patrol
Text: "The patrol is uneventful, until a fellow soldier points to a man, hiding in the shrubs along your route. He tries to flee, almost getting to his nearby horse before your soldiers apprehend him. ^^When questioned, he claims to be a peasant from the nearby village, just out collecting firewood. No firewood is found, which he explains by saying he just got here when he heard you marching and wanted to look."

Opt1: Let the peasant go.
50%: "The peasant thanks you and offers endless apologies for behaving suspiciously without realizing it. Your patrol finishes without further incident." [end, reward_med]
50%: "You release the supposed peasant, but less than an hour's march later a superior enemy force ambushes you. The bastard was a spy after all!" [battle: player + 5 equites + 15 heavy inf vs 30 inf, reward_high]

Opt2: He is clearly a spy, torture him until he gives up the ambush location.
50%: "The peasant cries in pain for hours as you do disturbing things to him, and it eventually becomes clear he has nothing to give up. You release him and finish the patrol. ^^The commander gives you a thorough chewing out for taking too long to complete your task, but it is nothing compared to the ♥♥♥♥♥♥♥♥♥ you must face the next day when the village representatives tell your commander the rest of the story." [end, NEGATIVE reward_med]
50%: "The fake peasant is actually an enemy scout and confesses everything after enough pain. Once you know the location of their ambush, you carefully flank it and attack them unexpectedly from behind. Before the battle can really get underway, the entire bandit contingent surrenders in horror. Your unit is given a hero's welcome back at camp, as you parade the captives along the castra's main street." [end, reward_high]


Name: Cattle thief
Prereq: {player_rank} is high enough to command the patrol
Text: "Earlier on the patrol, you passed through a village that complained about their cattle getting stolen overnight. Now your unit catches up to a couple of shady characters herding cattle, who run at the sight of you. ^^The thieves escaped, but you do have the cattle now."

Opt1: Bring it back to the legion's camp. "You detach a couple of equites and have them herd the cattle back to camp, while the rest of the unit completes the patrol. Your commander is impressed by your flexibility and taking emerging opportunities without compromising your mission. It doesn't hurt that the commander will save thousands of coins on legion provisions now either." [end, reward_high, +commander relations]

Opt2: Return it to the village. "You take a detour to bring the cattle back to the village. The peasants are grateful for your help." [end, reward_low, +nearest village relations]

Opt3: Sell it at the nearest market and divide up the money with your soldiers. "After selling off the animals, all of you are slightly heavier with silver. You make up a story to explain the delay in completing your mission and the denarii in your soldiers' pockets helps everyone back it up. Cattle? What cattle? We didn't see any cattle." [end, reward_low, +5000 denarii]
[BG]Maxi  [developer] 8 Sep, 2020 @ 1:55am 
Originally posted by BanDHMO:
Here is the patrol stuff we talked about on another thread. Unfortunately I read your response just now after writing it all up, or I wouldn't have written it, since it sounds like you might not need it anymore. I'll post it anyway, maybe parts of it will be useful to you.



PATROL OUTCOMES

Propose rewards:
reward_low = 5 points
reward_med = 10 points
reward_high = 20 points


Name: Nothing happens
Prep:
{patrol_nothing_vignette0, "a small merchant caravan slowly making its way to the nearest town."}
{patrol_nothing_vignette1, "a wild scavenger gnawing at a day-old animal corpse."}
{patrol_nothing_vignette2, "a young woman taking a break from gathering roots and berries to swim naked in a creek in the wilderness, oblivious to your whole unit stealthily gawking at her before moving on with the patrol."}
{patrol_nothing_vignette3, "a group of pilgrims traveling to visit their holy site."}
{patrol_nothing_vignette4, "an imperial messenger, riding down the road at lightining speed, his purebread horse foaming from exertion."}
{patrol_nothing_vignette5, "a logger's caravan, bringing donkeyloads of wood to the nearby village."}
{patrol_nothing_vignette6, "a foraging party, returning back to the legion with a fresh carcass."}
{patrol_nothing_vignette7, "a hunter, headed to town with a haul of skins and furs."}
{patrol_nothing_vignette8, "a large, well-organized caravan, whose guard detachment rivals your unit's strength, its hardened mercenaries staring you down with suspicion as they pass."}
{patrol_nothing_vignette9, "a village party, returning from town with miscellaneous purchases."}
{patrol_nothing_vignette10, "a few birds, soaring magestically over the path and flying along your route, which is definitely a good omen."}
{patrol_nothing_vignette11, "a dead bird, decomposing on the ground, definitely a bad omen."}

patrol_nothing_vignette_full = "^^You saw " + patrol_nothing_vignette + rand(0, 11)

Text: "March, march, march. The potentially dangerous task of patrolling with a small force turned typically uneventful again. The unit covered its designated route, taking great care to avoid potential ambushes." + patrol_nothing_vignette_full
[reward_low]



Name: Enemy spotted
Text: "A small group of armed men suddenly turned around as your unit approached and moved briskly, putting more distance between you until they disappeared from view. You have a few horsemen that can pursue, but most of the unit is on foot. ^^"

if player_rank is not high enough to command: "The unit commander proceeds with caution, keeping the force together. It is too slow to catch up to the opposing light party, who easily slips away." [reward_low]

else

Opt1: Proceed slowly, keeping the force together. "You proceed with caution, keeping your force tight and looking out for each other.^^"

N=25
N% chance: "As you round a bend in the path, you see the opposing party lined up to meet you, backed by more allies. As missiles rain down around you, the unit organizes for battle. This would have been a tough battle if your heavy infantry wasn't with you." [battle: player + 5 equites + 15 heavy infantry vs 20 light infantry, reward_med]

(100 - N)% chance: "The heavy legion infantry is too slow to catch up to the opposing light party, who easily slips away." [end patrol, reward_low]

Opt2: Lead your few equites in a mounted pursuit. "You and the horsemen easily catch up with the armed men.^^"

X=25
X% chance: "Seeing your superior speed they turn around and attack." [battle: player + 5 equites vs 7 light infantry, reward_med]

Y=25
Y% chance: "As you round a bend in the path, you see the opposing party lined up to meet you, backed by more allies. It is too late to run, as missiles rain down around you, you order a charge at the superior enemy." [battle: player + 5 equites vs 20 light infantry, reward_high]

(100 - (X + Y))% chance: "As you catch up, the armed men lay down their weapons and submit to your inspection. There is nothing to suggest they are bandits or otherwise engaged in anything illegal, so you let them go." [end patrol, reward_low]


Name: Suspicious character
Prereq: {player_rank} is high enough to command the patrol
Text: "The patrol is uneventful, until a fellow soldier points to a man, hiding in the shrubs along your route. He tries to flee, almost getting to his nearby horse before your soldiers apprehend him. ^^When questioned, he claims to be a peasant from the nearby village, just out collecting firewood. No firewood is found, which he explains by saying he just got here when he heard you marching and wanted to look."

Opt1: Let the peasant go.
50%: "The peasant thanks you and offers endless apologies for behaving suspiciously without realizing it. Your patrol finishes without further incident." [end, reward_med]
50%: "You release the supposed peasant, but less than an hour's march later a superior enemy force ambushes you. The bastard was a spy after all!" [battle: player + 5 equites + 15 heavy inf vs 30 inf, reward_high]

Opt2: He is clearly a spy, torture him until he gives up the ambush location.
50%: "The peasant cries in pain for hours as you do disturbing things to him, and it eventually becomes clear he has nothing to give up. You release him and finish the patrol. ^^The commander gives you a thorough chewing out for taking too long to complete your task, but it is nothing compared to the ♥♥♥♥♥♥♥♥♥ you must face the next day when the village representatives tell your commander the rest of the story." [end, NEGATIVE reward_med]
50%: "The fake peasant is actually an enemy scout and confesses everything after enough pain. Once you know the location of their ambush, you carefully flank it and attack them unexpectedly from behind. Before the battle can really get underway, the entire bandit contingent surrenders in horror. Your unit is given a hero's welcome back at camp, as you parade the captives along the castra's main street." [end, reward_high]


Name: Cattle thief
Prereq: {player_rank} is high enough to command the patrol
Text: "Earlier on the patrol, you passed through a village that complained about their cattle getting stolen overnight. Now your unit catches up to a couple of shady characters herding cattle, who run at the sight of you. ^^The thieves escaped, but you do have the cattle now."

Opt1: Bring it back to the legion's camp. "You detach a couple of equites and have them herd the cattle back to camp, while the rest of the unit completes the patrol. Your commander is impressed by your flexibility and taking emerging opportunities without compromising your mission. It doesn't hurt that the commander will save thousands of coins on legion provisions now either." [end, reward_high, +commander relations]

Opt2: Return it to the village. "You take a detour to bring the cattle back to the village. The peasants are grateful for your help." [end, reward_low, +nearest village relations]

Opt3: Sell it at the nearest market and divide up the money with your soldiers. "After selling off the animals, all of you are slightly heavier with silver. You make up a story to explain the delay in completing your mission and the denarii in your soldiers' pockets helps everyone back it up. Cattle? What cattle? We didn't see any cattle." [end, reward_low, +5000 denarii]
thank you, I will for sure use most of it.
BanDHMO 8 Sep, 2020 @ 6:23am 
Great, glad it comes useful. One thing that's been bugging me about it is that I think there should be some reputation consequences for doing the stealing and torturing an innocent, but I didn't put them there because there isn't a corresponding way to get positive rep, and it would just drain all the player rep over time, since it's such a frequently repeated event. Maybe it's possible to decrease up to a limit? Like, torture a peasant who's innocent, rep -=1; rep = max(rep, -10)? This way you have consequences, but if you are already seen as bad, it doesn't make you any more bad, because this kind of thing is expected of you.
[BG]Maxi  [developer] 8 Sep, 2020 @ 6:27am 
Originally posted by BanDHMO:
Great, glad it comes useful. One thing that's been bugging me about it is that I think there should be some reputation consequences for doing the stealing and torturing an innocent, but I didn't put them there because there isn't a corresponding way to get positive rep, and it would just drain all the player rep over time, since it's such a frequently repeated event. Maybe it's possible to decrease up to a limit? Like, torture a peasant who's innocent, rep -=1; rep = max(rep, -10)? This way you have consequences, but if you are already seen as bad, it doesn't make you any more bad, because this kind of thing is expected of you.
just a -1 reputation as long as rep is larger than -10 should work fine.
BanDHMO 8 Sep, 2020 @ 6:38am 
Originally posted by BGMaxi:
just a -1 reputation as long as rep is larger than -10 should work fine.

Awesome. So maybe stealing -1 up to -10, torturing -1 up to -20, and returning cattle to owners +1 up to +10, something like that?
[BG]Maxi  [developer] 8 Sep, 2020 @ 6:52am 
Originally posted by BanDHMO:
Originally posted by BGMaxi:
just a -1 reputation as long as rep is larger than -10 should work fine.

Awesome. So maybe stealing -1 up to -10, torturing -1 up to -20, and returning cattle to owners +1 up to +10, something like that?
yes thats fine
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