Custom Settlements 0.675.3 Unofficial Patch

⭐ — (10 endorsements) 📥 102 downloads 📌 v0.675.3 📅 1/5/2010
⚪ Last updated 2010

By Manka · Items, Graphics and Sound

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 1/15/2010 📅 Created: 1/5/2010

🔍 Analysis

  • 🏆 #79 of 355 Items, Graphics and Sound mods in this game by downloads

📋 About This Mod

Unofficial patch for Custom Settlements 0.675. Seeks to fix bugs, polish rough edges, and add a few features (such as trade). version 0.675.3: scene: Diavolonia e0m0, e1m0, e1m1 - reworked AI mesh to utilize bridge, avoid buildings

Unofficial patch for Custom Settlements 0. 675. Seeks to fix bugs, polish rough edges, and add a few features (such as trade). version 0. 675. 3: scene: Diavolonia e0m0, e1m0, e1m1 - reworked AI mesh to utilize bridge, avoid buildings Diavolonia e1m1 - removed prison, fixed torches right of bridge, deleted floating 'destroy' object Grenlandsby e1m1 - Fixed door to manor Nottburg e0m0 - grounded floating objects and deleted castle entrace (Whitecreek has replaced Emptauk - Credit due to Berpol) (Squarodin e1m2, e2m2 - Added door to castle - Credit due to Berpol) bugfixes: patrols created between reaching eXm2 and becoming part of a faction are renamed once the faction arises removed debugging messages related to heroes hiding carvans no longer add prosperity multiple times per visit after prisoner revolt, it was possible that freed prisoners would be added to random party population party of settlements correctly changes faction when taken over by peasants/bandits troop/settlement/faction notes should be more accurate towns-folk visiting the settlement in-scene should no longer always say they need a better look heroes released/freed in dialog get appropriate title prevented experience bomb at beginning of game due to heroes not yet spawning (Many troops given more sensible weapon proficiencies and skills - Credit due to Berpol) changes: peasants migrating to settlements with higher prosperity now will always occur if a viable pair of source/target settlements exist. to counteract, timer frequency reduced from 7 hours to 72 hours. settlement heroes (and lords/faction leaders) give settlers that end up in their parties to their settlements heroes in combat no longer have their armies enlarged AI settlements (and player's with steward) have limits to automatic prosperity/productivity growth that depends on settlement economic level food withdrawn from settlement is now random, based on local production rates peasant training now can be done in multiples of 5 e1+ settlements have prosperity/production grow more slowly if the population has a large class imbalance in edit mode, can claim settlements that are peasant or bandit faction AI settlements now consume food (Charfield given farmers to compensate) when adding roaming bandits to settlement's bandit party, prisoners now move to the settlement's prison or are freed added battle recap, loot screen for attacking/defending settlements attacking/defending settlements has battle advantage set on military level of settlement (10 new heroes - Credit due to Berpol) features: all trade goods are added and an initial attempt at balancing trade has been made settlements now have a detailed income/expense report added a few female victory cries integrated Berpol's Settlements City Add-On v0. 675+1, http://forums.taleworlds.com/index

📊 Mod Details

Game
Mount And Blade Mods
Author
Manka
Version
0.675.3
Downloads
102
Endorsements
10
Category
Items, Graphics and Sound
Created
1/5/2010
Updated
1/15/2010

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