Mount & Blade: Warband

Mount & Blade: Warband

Grande Armee - L'aigle Standalone Mod
LifeHussar  [developer] 1 Aug, 2023 @ 8:41am
Version A 3.0 Changes
Version A 3.0

-actions-
* Added overhead thrust animation for all bayonet muskets

-item_kinds1-
* Reduced probability of Austrian_M1765/77_Sabre appearing in shops to 0
* Various bonnet / bonnet de police stats changed to 20 head armor, base price of 1000c
* French_Guardsman's_Tunic armor value changed to 25
* French_Fusilier-Grenadier's_Tunic armor value changed to 25
* French_Fusilier_Shako has 2 variants, both armor values set to 20, base price set to 1000
* Civilian tailcoats base price set to 500
* Potzdam 1782 non-bayonet variant added and given to Polski_Lekki_Fizylier (bayonet variant renamed)
* Made carbines slightly more accurate (70 to 75)
* Fixed Rifled_M1807_Carbine melee to use the correct light musket animations
* Increased pistol accuracy (50 to 65) and reduced projectile speed to keep short range (170 to 150)

-scripts-
* Added a new “call_script” operation in script_game_start to call a new script ga_set_troop_classes
* ga_set_troop_classes - Assigns new classes (0-8) for most troops you see on the battlefield in the game. Then it renames each of those classes to the following:
0 - Line Infantry
1 - Light Infantry
2 - Line Cavalry
3 - Dragoons
4 - Light Cavalry
5 - Skirmish Cavalry
6 - Skirmish Infantry
7 - Sharpshooters
8 - (intentionally unused for now)
* Fixed retreating (again) so troops retreat to a set point, then reroute using vanilla behavior (sometimes they go weird directions, but I think this is due to map pathing)
* Added lots of new scripts that give class-specific behavior:
-- ga_battle_tactic_controller -1
-- ga_bt_main_line -1
-- ga_bt_light_infantry -1
-- ga_bt_line_cavalry -1
-- ga_find_45angle_to_enemy -1
-- ga_bt_skirmish_infantry -1
-- ga_team_set_average_position_of_troop_class -1
-- ga_bt_main_line_ally -1
-- ga_bt_light_infantry_ally -1
-- ga_bt_line_cavalry_ally -1
-- ga_bt_skirmish_infantry_ally -1
-- More detail about these scripts and what they do on our Discord.
* Initialize_faction_troop_types - Added extra line to initialize kingdom patrols with new faction slot 112
* cf_create_kingdom_party - changed faction slot from 78 to 112 (in two places)
* decide_run_away_or_not - changed the retreat positions to 110 (AI) and 111 (anyone else), set in the beginning of ga_battle_tactic_controller based on the team leader position in the first 5 seconds
* cf_reinforce_party - added lots of new lines to give a small chance for any army to recruit a large group of specialized troops, uses the new party templates
* ga_battle_set_music overrides culture / setting music and just plays random tracks instead
* game_event_simulate_battle - changed the way casualties are inflicted, replacing the hard coded operation inflict_casualties_to_party_group with the script inflict_casualties_to_party. As far as I can tell, the behavior (before edits) is identical. The script inflict_casualties_to_party_group is now called (for each side) on a random party participating in the battle.
* inflict_casualties_to_party - Added a line to instead use one round of the hard coded inflict_casualties_to_party_group if only the leader is left because this script doesn’t count or affect heroes. Changed the “toughness” calculation to make recruits weaker, elites tougher (level 1 has a 50% casualty chance up from ~16%, level 9 has a ~4% casualty chance down from ~7%).
* party_give_xp_and_gold - Changed the line that divides total gold by number of party shares to instead divide by 1. This gives the player all gold from battles. Then changed that value to divide by 100 to counteract the change to troop_add_gold.
* spawn_bandits - Changed the upper limit of deserter parties on the map to 30 and increased the chance they spawn to 95% from 5%. Increased the baseline number of troops in a deserter party from 10 to 20. Changed the upper limit of other bandits (not highwaymen or deserters) to -1 (they won’t spawn). Still need an overall rework.
* decide_run_away_or_not - Increased the distance from spawn (to 3500cm) where a low morale troop will rout to the border. The “rerouting” section is left unchanged (2500cm) so routing troops won’t get caught in a loop. Removed the agent_is_ally penalty so any agent with full hp will rout below 0 courage.
* troop_add_gold - Now multiplies the gold parameter 100x before adding to increase quest rewards without changing quest scripts
* apply_effect_of_other_people_on_courage_scores - This script changes courage scores based on a courage “delta” (full health agents have highest delta, decreases as they take damage) multiplied by a distance modifier (the closer the agent, the greater the effect). It only changes courage scores for the “center” agent when it is routing or other agents around it are routing. Changed how the delta is calculated (now uses agent CHA values). Changed how retreating agents affect courage (multiple routing agents help each other stabilize, still decrease courage of non-routing agents). Changed the check for when agents courage score is changed to include a new “courage limit” (essentially higher CHA troops will be able to regenerate to a higher courage amount after routing).
* apply_death_effect_on_courage_scores - This script is immediately called whenever an agent is killed. Killing enemies adds courage to your side, killing allies removes courage (and vice versa). Increased the baseline modifier, increased the number of agents that can reduce that modifier. Agent deaths now massively decrease courage within 1000cm unless reduced by nearby allies.

-Party Templates-
* Added new templates for patrol-specific reinforcements
* Changed many kingdom reinforcement templates to work with the new design of cf_reinforce_party

-Quick strings-
* Added new lines for the class names

-music-
* Added many new tracks to the module music folder and at the end of the text file to work with ga_battle_set_music script

-troops-
* Changed the plural form of Velite (Velites_della_Guardia_Reale_Napoletana)
* Britain - Light Recruit upgrades only to Light Fusilier. Light Fusilier upgrades to either Vet Light Fusilier or 95th Rifles recruit.
* Changed level of artillerist troops to 8
* Poland - Polski_Lekki_Fizylier now uses non-Bayonet M1782 variant
* Changed the skills of all bandits to 0 (except for trash charisma skills)
* Adjusted Cacciatore_Napoletano shooting proficiency to 200
* Fixed plural names of Cacciatore_Napoletano and Cacciatore_Napoletano_Veterano
* Several stat changes to ranged cavalry to make mounted shooting more accurate and effective

-conversation-
* Increased the value of every hard-coded troop_add_gold operation (code 1528) 100x (this is in concert with changes to the non-hard-coded troop_add_gold script)
* Added several lines under party_encounter_hostile_defender to allow the player to buy prisoners from patrols (and potentially other small parties)

-variables-
* Added a new line ga_battle_starting_AI_troops and ga_battle_starting_AI_enemies (used initially, but now unused and I didn’t remove them, oops)
Last edited by LifeHussar; 1 Aug, 2023 @ 8:48am