When it becomes too much prisoners in home centers, some of them "go working" at mines. There are prison guards and prisoners in there. You may encounter with him and give orders.Ībility to go to the nearest friendly town and wait there in castle.Ībility to go to the nearest friendly castle and wait there.Ģ) Several ore mines which "produce" iron at its home centers (towns). (For example, you may give him all your infantry.) Then you may encounter with him and exchange troops. When morale becomes too low, 0 you may assign him commander of auxiliary party. Morale changesĭepending on the outcome of battles and sieges. version1.5-.Įach lord's party gets morale from the beginning, depending on renown. Player's captives are without weapons and head armor during a talk. Each faction uses certain kind of ship in merchant transit.įor example: caravans use galleys if travelling from sarranid port. Fixed a bug where a prisoner does not appear in prison, if the city has only 1 stack of prisoners. And some other settlements coordinates changed. Sargoth with port moved to river delta. More sea raiders defending at once during attack their landing by the player. Completely separated sea raider landings AI to prevent possible bugs. Some fixes in sea raider landing system. Implemented to separate companion mode, instead of "commander". Companion's "honorific word" ("captain", "sir" and others) Hiring recruits in the nearest village by separate companion. Player may choose who will not participate in battle. Some fixes in NPC cavalry recruit system. Improved separate companion's dialogue. More appropriate map icons of deserters. "Go to the marketplace" menu includes talk with Guild Master. Brief budget report now reflects current level of expenditures. Player charisma, persuasion and some random luck. Probability to hire deserters now depends on Now each AI battle outcome on the map depends on terrain and quantity and quality of mounted troops. Fixes in hiring recruits by separate companion. New mercenary contract end condition: ended if faction is not at war.
Castle meeting with separate companion from menu. Separate companion's ability retreat to friendly center after his defeat on the global map.
Arrows, bolts and weapons lost in battle not restored in the inventory. (NOTE: should we have the same after victory?) Now bolts and arrows that used in battleĪre not restored after defeat. Fixed bolt and arrows restoration after retreat. It works with 1.153, but not fully supported.