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Two new arena battle music scores and about 5 ambient medieval-lore-friendly songs have been added.
A note about the music! We have learned to tune out the standard game music and some of us don't even hear it when it's there. The new music is recorded at 192Khz, and is of studio quality. If it seems too loud, in your game's option menu right at the top is a music volume slider, and it does adjust the volume as you move it on the fly.
Women have a new battle yell and a new scream. No more obscene fake death sounds complete with weird moaning. She gets knocked out or killed, you're gonna know exactly what happened.
There is an audio queue when a companion joins the group.
Diplomacy 4.3 for Steam does things a touch differently than the older Diplomacy modules. There are some things you won't see in the Camp menu until you progress your status. A no-brainer would be the ability to rename your Kingdom after it has been created. You won't see that until, of course, you actually have a Kingdom you can rename.
Not only is death-cam included, but there are three different modes you can customize. Choose the default controls or define your own. Slick stuff. Death-Battle Continuation is supported in this version of Diplomacy.
Horses have their difficulty requirement removed. In 1257, you knew how to ride horses like you know how to ride bicycles today. Nobody needed special training as an adult, it was a part of their daily thing from early childhood. The Riding skill is still important for control and turn rate, but the majority of your valuable training points can now go into horse archery or other things. Having a riding skill of 3 or 4 is plenty awesome on the battlefield. Of course, feel free to jack it up higher for a faster turn rate, if you feel it is necessary.
The range of banners is awesome, something that came with Diplomacy 4.3 for Steam. While I can't take credit for it, I'm still pretty worked up over the fact you all get to enjoy them as much as I do. ^_^
You can change your banner and the banner background once you have a Kingdom up and running.
Getting a kingdom up and going, hiring a local nobleman is a mistake because those options are limited. Assigning one of your companions for the job as Minister is optimal. You will get a new host of very cool options that way.
As King or Queen, you can do away with the Lord and Lady titles and customize your own. Like Duke and Duchess instead? You can change to those titles. Change it to Pa and Ma if that's your thing. You can type in any kind of title you want! It's good to be the king! Or the Queen!
The economy has a much deeper role now. investments are still cheaper, but payouts now reflect the state of the world. Villages getting rich and eating less bread? Bakeries and Wineries pay out less. War breaking out all over? Ironworks ends up making more money. Sieges not happening that often? Luxury items won't sell for as much. So when you invest, invest in many different things, not just silk and dye.
The quests are worth doing. I've made sure of that. Honor, renown and reward increases across the board are designed to help you grow, not get aggravated over how much time you just lost for one or two tiny points.
As village reputation gets higher and your Leadership skill increases, you will be offered higher tiers of volunteers that will take less time to train up, on an increased sliding scale. Also, the amount of volunteers increase with those same stats.
Food stacks are increased to 150 across the board. Other consumables, like spice, ale and wine are stacked at 100 each.
Your troops aren't overeating grunts. They eat less and only once every 24 hours instead of every 14. So with bigger stacks, eating less, you can have more free inventory space for looting and sorting your stuff.
Holding feasts to up faction is easier and less messy on the Household storage.
If you choose to 'Find an Inn' after character creation, you'll get the Merchant quest to rescue his brother. After you kill your assassin, and you choose to help, you'll be given the assassin's weapon and armor! You can use it or sell it.
Choosing to stroll around the city will skip the merchant starter quest and you will only have what the game auto-generated for you.
Various faction armors get a mild boost in stats. If it was 14 head and 8 foot, it's now 18 Head and 12 foot. This will vary the win/lose ratio between bad guys and man-hunters and caravans. A bunch of looters won't overpower a large caravan anymore. Now the caravan may have looters for prisoners. If the caravan or man-hunters are worn down from several fights, they can lose and become prisoners, and their older prisoners get to bolster the bad guys. Which is why you may find some looters, sea raiders and bandits in the same group from time to time.
High End Armors are more plentiful. The RNG for the Lady Battle and Lady Destroyer armors are not going to be nice. Like the Fire Sword, they are there in game, it just may take a bit to find them. Don't be worried though. They cost a lot and it will take you time to save for them, and as such, they are not overpowered and still worth getting.
Some leather armors have their strength requirement removed. Ymira thanked me personally for that, especially when she starts out. Besides, how strong do you have to be to dress yourself in leathers, right?
As we all know, some mods end up breaking the game balance. It can be overpowered or underpowered. The game can crawl, or it can be sped up to the point of finishing within 30 game days. (In game days, not real life)
The balance I'm striving for comes between reasonable game play advancement and the time required to invest in becoming the ruler of the known world.
Remember those tournaments? Well, it's more than just easy money and early levels. With Diplomacy 4.3 for Steam, if you're on a team with some Lords and Ladies and they survive the fight when your team wins, you'll get positive faction for them. If you defeat one of them on the opposing team, you may get an extra point of renown. The whole point is to help build renown and faction where it wasn't done before.
I'm making it a point to reduce grinding in Diplomacy Surprise without making the player into an invulnerable god. Charging up the ladder willy nilly without a shield may get you killed.
Yumi arrows are the only +5 damage with a bonus vs shields in the game. It takes 2 to 4 hits to shatter a shield, and one more arrow to kill the NPC who was holding the shield. For siege warfare, that's pretty invaluable.
Since Diplomacy 4.3 for Steam uses renown as a vague kind of currency, I've increased renown gain across the board, where it was allowed. There are some places where Renown is hard locked, and to change it would break the game mechanics. Like when you leave the service of a King or Queen, you will lose a big chunk of renown (reputation) because you abandoned somebody. Also, it's set up to cost renown to change the name of a city or a realm. People don't like change, and if you force it upon them, it's going to hurt your reputation.
When you win a Tourney, the city reputation is back down to being awarded as 1. Please try not to cringe as hard as I did over this. If you go to the Tavern and talk to the bartender, the NPC will now weigh your renown and reputation. You might not have to pay a full 1000 gold for 10 reputation. You may only have to pay 340 or so, but that really depends on your renown score. Once it's upped a touch, go and do the Guild Master quest. Get that done, and the bonus rep will be very worth it.
If you leave the service of a Lord, or don't renew the mercenary contract, you will lose renown. What does this mean? It looks weird having 168/122 troops, but it can happen. Since renown adjusts how many troops you have, you can lead more than you're allowed if it bounces down, but you can't hire anymore until what you have falls below what you're allowed. This is not a bug, it's how Diplomacy is working things out for you.
Men, you can impress the ladies a little bit better now. Ladies, your honor and renown can impress the guys a bit better now.
If a man's reputation with a lady is 50+, and they are married, she'll want to ride into battle with her husband. Aw, how sweet! If she's not that happy with him, of course, he'll be on the battle field while she's at home poking a voodoo doll of him with needles.... just saying!
So far, things are looking better and better folks. I've squished a few premature bugs that you'll never have to hear about, which is why I'm taking the time to do a play through for both genders.
Okay, I've tried squishing this bug, but I'm pretty sure I know how it got generated. More on that in a moment.
The Bug: Lords who Defect to the Player Faction isn't showing up at the player's headquarters.
The Lord is listed as being in the player's kingdom and the city of the headquarters. His wife and daughters are there in the castle's throne room. The Lord himself is missing. The city I used for my home base was Shariz. The lord's profile says he is currently at Shariz. He is not there. I open any NPC's dialog and ask to know the location of, and the Lord in question is not listed. I want to send a gift or message, not listed.
This bug does not prevent you from completing the game. You can still entice other lords to your side via messenger and they work fine.
This bug started when I made an attempt to see if the player character can marry one of the companions. The answer is no, though it fools you into thinking you can. You see, you need to hold a feast to do the wedding. You get to that part of your quest: Wed your betrothed. However, you need a spouse to throw a feast, and there is the catch 22. Without said spouse, no feast. No feast, no wedding.
When I went back to Shariz there was a flash on the screen. My minister (failed companion wife) was no longer in the middle spot, and popped on screen only when I first entered the castle. Changing my minister from Ymira to Lezalit did not fix it. Moving the headquarters to another city doesn't solve the issue. In fact, it makes it worse.
This bug was reported for this Diplomacy Mod a year ago, and again only a few months back. While none of them said they used the cheat menu, out of the thousands of folks who have played it, only a few reports came through.
I am doing another game start to see if the bug can be replicated without doing the companion wedding thing. If it doesn't repeat itself, then I can safely say the bug is intermittent. If it happens again, I will include a series of steps to prevent it from happening. I'll keep this spot updated.
Until I find the reason why this is happening, I am unable to fix this issue at this time. It does not affect any other method of recruitment. Send a companion to a Lord you're trying to convince, that works as intended.