Mount & Blade: Warband

Mount & Blade: Warband

Floris_Evolved
 This topic has been pinned, so it's probably important
Faycal#6941  [developer] 25 Mar, 2016 @ 4:58pm
Updates Changelog
Tuesday 5/3/16
A rollback occured to the SteamWorkshop Upload because the new patches from now on require WSE to prevent script errors, this means that any further patches are unlikely to be added to the Steam Workshop and if you wish to stay up to date, please download the mod from Moddb or Nexusmods, mind you the new versions are save incompatible.

The Steam Workshop version is hereby declared to be in a finished state.

Wednesday 4/24/16
NOTE: This update is not save game compatible!
This new update comes in the form of an installer. The reason being is, too many people aren't using the provided WSE, causing errors and false bug reports. For the sake of consistency all upcoming patches may also be in .exe form.
Here's what your getting in 1.10:

• Reshade preset made to push graphics even further. (Optional)
• Ambient sounds in taverns, battles and more.
• Adjustable Party Sizes. (Mod options)
• You now must serve 90 days enlisted as a freelancer, before you can retire or take vacation.

• Sigmund and freelancer troops restored. (Expect errors when taking these troops into multiplayer)
• Torch added. (Ai will sometimes use torches at night during battles)
• Wind Physics fixed. (No more weird looking trees)
• Ground collisions. (Weapons now hit the ground when you swing)
• Adjustable Battle Size. (Mod options)
• Heraldic Flags. (Thanks to 1257 team. Ai troops will sometimes use flags during battles, if they have a lord)


Update 1.9 Hotfix:
• Fixes freelancer dialog errors. • Patches the mod to the latest version.

Update 1.8 Changes:
You can now execute lords even when you aren't in a faction.
•Lords now execute other lords. (Mod Options)

•You can now be killed by other lords.
Realistic saves will result in permadeath upon dying.
You will be able to export your character and companions. (Mod Options)

•All flags and UI screens are fixed in every multiplayer mode.
•Under Mod Options you can now disable companions from being taken prisoner.
•Fixed the bug where you couldn't re-enlist into a captured and freed lords freelancer army.

Thursday 3/24/16
After a 8 month hiatus, I'm proud to bring you guys Floris Evolved 1.7! Based off feedback I decided to give this a whirl and bring you guys an update. Expect 1.8 in the near future, I want to polish this gem and add more features as well.
Here's what your getting in 1.7:

Custom commander can only be used if bodysliding is disabled, due to clones and bugs occurring.
Prisoner system has been totally overhauled, talk to troops in the party menu to begin dialog. Lords can be executed but the penalties are dynamic. You can also keep track of your executions in the character report, You need to have your own faction to execute lords.
Fixed the tavern mugs, we actually drink in Calradia now.
Horse dust has been toned down, but still realistic.
Blood squirts on impact now.
New in-game text to add to lore.
New mod logo.
Fixed the export companion screen. No more kings to export.
When your commander is in prison as a freelancer, the 20 day quest return quest shouldn't penalize you. (Needs testing)
Player built settlements no longer build on their own. (Needs testing)
New crossbow reload animation added.

Plans for 1.8:

Flag carrying troops.
In-game achievements.
Goals to actually end the campaign.
Bug fixes.
Usurp your king with a coup d'etat.

Tuesday 6/30/15
Patch 1.6 is released... Adds health regeneration to the mod options, fixes borders moving with wind glitch, fixes more helmets with graphical errors, fixes dialogs and text errors and adds a new logo for the mod. Going to continue to polish up singleplayer for next few patches before shifting focus mainly to the multiplayer and coop mode. Remember to that we have a dedicated server: **EU_FlorisEV1. The dedicated server will be a battle server/coop server as of now.

Wednesday 6/24/15
Patch 1.5 is out... Fixes the helmet errors reported, adds wind effects to scenes, custom battles now have weather and day cycles, new song added to main menu.

Thursday 6/18/15
Patch 1.4 released! This patch adds AI shield bashing (In the mod options). I released this version for play testing purposes, also shoes are added to the female multiplayer avatar (Yes I have OCD).

Tuesday 6/16/15
Patch 1.3 released! This patch fixes the butter glitch when looting, adds a new hud, and fixes errors and bugs found in the last patch. There are other surprises as well!

Monday 6/8/15
Patch 1.2 released... Fixes upgrade trees being scrabbled and multiple script errors during multiplayer and coop modes.

Saturday 6/6/15
I have began working on version 1.2 to address some bugs reported, the release date is unknown at this time. None of the errors are game breaking found so far. The below list are known bugs and workarounds.
1. Scrabbled troops trees on viewer. (Fixed for 1.2)
2. Script errors when shield bashing, calling horse, dropping pavise, etc as a different troop during coop or while joining a online server...... (Not fixed at this time, the script errors are more of an annoyance, I'll be looking for a fix in the near future)

Wednesday 6/3/15
I envisioned this mod to build upon the awesome Floris mod pack. More features have been added but the biggest addition has to be Battle Time. The Custom troop tree has been removed from the mod, due to their implementation they would not work properly in coop. At this point I hope you guys enjoy the mod and report any bug findings here on Nexus or on the thread I made on the Floris board [forums.taleworlds.com]; I want to make this mod as polished as possible. To join the upcoming online campaign, join this group for events: Click here to join the campaign events group.
Last edited by Faycal#6941; 2 May, 2016 @ 9:33pm
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Showing 1-3 of 3 comments
TheZuma 27 Mar, 2016 @ 8:01am 
What about decapitations in update 1.8? :D
NGHTC-Filtran 1 Apr, 2016 @ 3:18am 
just a question about the 1.8 update do we have to export and then import our characters into a new save to be able to exicute lords or will it just automatically appear in the mods options.
Faycal#6941  [developer] 1 Apr, 2016 @ 9:18am 
Originally posted by NGHTC-Dynamitey2k:
just a question about the 1.8 update do we have to export and then import our characters into a new save to be able to exicute lords or will it just automatically appear in the mods options.
It'll appear in the mod options.
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Showing 1-3 of 3 comments
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