Mount And Blade Sneaking Into Town Average ratng: 4,0/5 2354 votes

. (click to show/hide)TML Submod v1.21 Changelog (about half of the changes in this submod)- Spy spotting bonus bug fix - I noticed an erroneous check for gt 11 above the other checks for gt 9 and gt 4.

Mount And Blade Sneaking Into Town

Mount And Blade Sneaking Into Town Hall

Got rid of that, now it gives +2 spotting if 10+ or +1 spotting if 5+.- Decreased elevation at 15.35214 59.85 by 0.27. Din Gonwy had the ground clipping through the icon a bit, now it looks nicer.- Not sure what happened to 1.2, I didn't change freelancer at all yet it was broken. Re-compiling it magically fixed the problem without even editing any source files. Maybe some kind of error during compile? Never had that happen before. 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.

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.TML Submod v1.2 Changelog- Merged KEHHET's polished map for Brytenwalda from into the mod.- Changed the name of the sea raider spawn from sea raider sp to looking for victims. 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.- Added a charge routine to the AI 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. 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.- 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.Compatibility note: Since this moved parties around (bridges, towns) it's not 100% save compatible. 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.

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). 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.TML Submod v1.11 Changelog- Made Briton Gwrda troops and mercenary Spearmen guaranteed to have armor. They were the only ones without armor, so it seemed a bit out of place.- Added 1 agility to the lust for money and power background.

All the others gave 1 stat 1 skill, it's the only one that gave you one less stat point.- Added skill bonuses for the other 3 religious choices (choice 4 had persuasion). Choice one has pathfinding, two has spotting, three has power strike.

Don't read too much into these, I just kinda stuck skills onto them arbitrarily since the 4th one had one.- shaved a point of looting and a point of foraging off the slave background, it had 2 more than all the others. Also took a point of inventory management off the free peasants, and a point of foraging off the poacher. They all had 1 more than the rest. Now total skills you can get from char creation are 28 with 6 int. Native is 20 with 6 int, so it's still 8 points higher.- 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).

For Mount & Blade on the PC, a GameFAQs message board topic titled 'How do you successfully sneak into a hostile town?' The Last Days of the Third Age — a total conversion of Mount and Blade 1.011 and Warband into J.R.R. Tolkien's Middle Earth.

This brings stat to 28 total. Native is 34, so that's still 6 points lower.- Adjusted NPC companion stats and skills to align to this new player standard, except only 20 skills at 6 int (they were set to about what a Native player was, so now they have 6 stat points fewer and mostly about the same skills).Compatibility note: The guaranteed armor stuff on the troops will work affect save games, but the hero stats and skills won't.

You can easily adjust your own and companions stats with the export/import thing though if you really wanted to though, so it's not really breaking save compatibility.TML Submod v1.1 Changelog- Multiplied melee fight rewards by 5. 1250 for a total victory now, 300 if you manage to beat 20 of them. 25 for beating 3.- Removed the check that makes infantry use square formation above all others if more than 46 infantry are present.- Changed freelancer reward for leaving service to depend upon your service length. You get 50 xp and 10 scilingas for every day you spent in service. If you stay 25 days or more you get +5 to relations with the lord you were working for plus an extra 4 for every 25 additional days (it rounds down, so 25-31 days would be 5, 32-37 days would be 6, 38-43 would be 7, etc.)- Reduced the penalty on having troops in the supply wagon, salt mine, your lair, or mercenary parties from 12 scilingas per week to 3. So now you only pay an extra 3 for each troop in those places instead of 12. It's supposed to represent food cost, but food doesn't cost that much.

Troops consume 1 unit per day, bread only costs 20 for 150 units - so that's a mere 1 scilling for the week. If you fed them a mix of bread and fish it'd be around 2.5. Bread and meat would be around 4. I figured 3 was a safe bet, assuming they're eating a mix of things.- Made troops in your lair act as garrison troops for wage (half cost).- Made troops in a mercenary band cost salary again (was a bug preventing them from showing up in your budget)- Made it so that the salt mine, lair, mercenary band, and supply wagon don't show in the budget unless you're actually paying them.- Rewrote slave labor code for salt mine.

It was kind of awkward, giving 10 for each prisoner and taking 10 for each guard - even though you were paying separately for all the guards in your budget. And the prisoners had really high escape rates even with lots of guards, so it never really earned you anything. Now it evaluates the guards based on type, with them able to guard troop tier +1 prisoners effectively (2 for the lowest tier, 6 for the tier 5 heavy infantry, with a bonus for the elite infantry some factions get allowing them to guard 8 ). It then takes that guard strength divided by the total prisoners. If you have double the guard strength as prisoners, escape chance is 0. 99% or above their strength has a 1% escape chance. Anything below 99% has an escape rate of 100 minus the ratio, so double the prisoners than guarding capacity (in the case of tier 1 troops that would be 4x as many prisoners as guards) would have a 50% escape rate.

Each prisoner is evaluated separately, and if one escapes the rest of the ones who weren't checked yet have 1% added to the chance of escape - so if you lose one you have a slightly increased chance of losing others. This way the larger your operation is the larger the chance of losing prisoners becomes, unless you keep the guards at double strength.

And if you have no guards, all the prisoners will run off. Regardless of how many prisoners you have there, you lose 2 honor a week for keeping slaves at the salt mine. Also added a note to the salt mine menu telling you the escape chance of your prisoners there, so you know when you need to add more guards.- Changed the salt mine so that it no longer drops your morale every time you get to the main menu of it. Now it only drops morale if you go to put guards on duty there, and only once per visit. Also made the penalty for adding prisoners only hit you once per visit.

Added a pair of global variables for this to work, when you leave the salt mine they are reset to 0 and the next time you visit you can lose morale/honor again.- Fixed the salt mine wander around option so that it lets you leave (it was missing a variable required for the mission, so that if you went in you were stuck and had to quit and reload.).- Changed troop upgrade path orders around (not the actual path, just if it's the 1st or 2nd choice) to make it play nicer with the scripts that upgrade troops. Only one I actually changed to a diff troop was the elite infantry line of the Britons, I moved the elite line over to the Pedyt and the Uchelwyr over to the Gwrda - that way the Pedyt is a dedicated elite infantry line while the Gwrda gets the mid range infantry and the elite cavalry.

This allows an upgrade troop script that wants to focus on infantry to always pick the first one and get the best infantry of every faction, and if it's focused on archers/cavalry it can pick the 2nd one and either get archers for upgrading the first tier troops or cavalry if it starts with 2nd tier infantry.- Rewrote trigger for constable training. It can now train troops all the way from tier 1 to tier 5. Base amount is 10 tier 1-2, 8 tier 2-3, 5 tier 3-4, or 2 tier 4-5. Player's personal training skill boosts this by 10% per level, up to double at 10 skill.

Blade

Using the improved training adds 50% on top of this number at the cost of 10% more expensive upgrading. Max training with 10 trainer skill and using improved training is 30 tier 1 troops, 25 tier 2 troops, 15 tier 3 troops, 6 tier 4 troops. Not extremely fast, but a nice passive training bonus. I incorporated the 'realism upgrade' option into this too - what that option actually does is make the final upgrade tier, from 4 to 5, cost 50% more xp (nothing like the description, I know) so to keep it consistent I made the same change here, so tier 4 troops has a max of 4 now, with an initial training amount of 1.33 (so basically 1 until you get trainer skill up to 5 or use improved training, at which point you get 2).- Changed the description on the realism option. It didn't do what it said, so I changed what it said to what it actually does.- Changed the constable training option dialog for the 'focus on archers' option to include cavalry, since what the option actually does now is pick archers if the troops are fresh recruits (tier 1) or pick upgrades leading to cavalry if the troops are tier 2 or higher along the tree that has cavalry as an option.- Made the 500 scillingas bet for arenas only available if you're in expert mode. Expert mode defaults to off now, you can turn it on in the arena options.

Technically you could turn it on, place a bet, then turn it off before you actually fight in the arena - but if a player goes to that extent to abuse it he may as well just cheat money in.- Upped the horses stocked at stables to 10 from 5. Now you'll see a bit more variety in horses available at any given time.- Made it so you can forage on plains. Version 27 of changes by GDWitt for Brytenwalda Submod Update May 29 2017.-AI Weapon blunt toggle doesn't require WSE-Better AI weapon selection-New formation and weapon scripts-New Visuals by HooTman -scenes, backdrops, items-Train up quickly in the arena as a special trainee-Jewelry new trade item-Bug fixesSee forum here for latest news and discussion:Version 25: Many bug-fixes.

For towns in, see.Towns are the commerce and industrial centers in Mount&Blade. They are supported by raw materials by the surrounding villages and trade caravans from other towns. The player will interact with towns frequently to rest, sell loot, purchase goods and equipment, and establish businesses.

In, there are 17 towns modeled from, distributed between the five.Towns.In order to take control of a town, you must it or convince the owner to join your faction. Once you have successfully won control of a town, you can manage it and station a garrison there.

Mount And Blade Sneaking Into Town Of Light

Each town also grants control of two or more.