Mount and blade viking conquest prisoners
Changed the stat gain from height to be +2 str tall, +2 agility short, or +1 agil +1 strength for average (was +1 str tall, +1 agil short, nothing for average). Native is 20 with 6 int, so it's still 8 points higher. Now total skills you can get from char creation are 28 with 6 int.
#MOUNT AND BLADE VIKING CONQUEST PRISONERS FREE#
Also took a point of inventory management off the free peasants, and a point of foraging off the poacher. shaved a point of looting and a point of foraging off the slave background, it had 2 more than all the others. Don't read too much into these, I just kinda stuck skills onto them arbitrarily since the 4th one had one. Choice one has pathfinding, two has spotting, three has power strike.
Added skill bonuses for the other 3 religious choices (choice 4 had persuasion). All the others gave 1 stat 1 skill, it's the only one that gave you one less stat point. Added 1 agility to the lust for money and power background. They were the only ones without armor, so it seemed a bit out of place. Made Briton Gwrda troops and mercenary Spearmen guaranteed to have armor.
Just start a new game if this bothers you, and rage when you realize you gave up your game just to rotate a few bridges that you probably wouldn't have noticed if I hadn't said anything. Most of them still look fine, it's just a few misaligned bridges (and you can still walk across them fine, so it's not that big of a deal).
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I put code into a trigger to move all the parties to their new locations if you're using an older version, but I don't know how to rotate parties on the map so the ones that he rotated significantly for his placement won't look quite right. Fixed the next pay time thing for freelancer - it was just going by the next budget report day, which wasn't always the same as the next pay time.Ĭompatibility note: Since this moved parties around (bridges, towns) it's not 100% save compatible. Probably still has issues, as I can't account for every situation with a simple charge if enemies are close code, but in my tests this works much better than them religiously sticking to their formations. No more standing around in nice evenly spaced blocks or shield walls while the enemy cuts a swath through your line, now they'll break formation and charge once enemies are near. Added a charge routine to the AI formations. Mostly because it was low hanging fruit when I noticed the issue of them "patrolling around sea raider sp" and I thought having them "patrolling around looking for victims" was worth doing. Changed the name of the sea raider spawn from sea raider sp to looking for victims.
Merged KEHHET's polished map for Brytenwalda from into the mod. In any case, my old save and my new save can now start up being a freelancer without an issue so whatever it was seems to be gone. Either that or it could have been an error that restarting M&B fixed since I did that too, but I didn't want to risk it being a problem with 1.20 so I decided to go ahead and replace it with 1.21 even though I hadn't really done anything worth making a new version. Maybe some kind of error during compile? Never had that happen before. Re-compiling it magically fixed the problem without even editing any source files. Not sure what happened to 1.2, I didn't change freelancer at all yet it was broken. Din Gonwy had the ground clipping through the icon a bit, now it looks nicer. Got rid of that, now it gives +2 spotting if 10+ or +1 spotting if 5+. Spy spotting bonus bug fix - I noticed an erroneous check for gt 11 above the other checks for gt 9 and gt 4. TML Submod v1.21 Changelog (about half of the changes in this submod)