Mix dosiadania

Mix dosiadania




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Mix dosiadania
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(CTO) Calradian Troop Overhaul - Bannerlord
Scum and Villainy - Organized Crime V16.0.0 - The Pits
Created By: Captain_Octavius AKA Maegfaer
Created By: Captain_Octavius AKA Maegfaer
Created By: Marnah93 and Philozoraptor
A Song of Ice and Fire (Game of Thrones) and other banners
Calradia Awakens - A Fantasy Total Conversion - Magic - Gunpowder - Items - Troops
Created By: The Calradia Awakens Team
Diplomacy Fixes - Spolszczenie (Polish translation)
Improved Garrisons 3.0 Ru Translation
Bannerlord - Polska Wersja (Spolszczenie)
SUSPENDED - Movements of Calradia v. 2.0.0 - The Church of Saints
Calradia Awakens - Mount and Musket Edition
Created By: The Calradia Awakens Team
The next installment in the acclaimed Mount & Blade game series, entitled: Mount & Blade II: Bannerlord. This sandbox action-RPG strategy hybrid will take players on a journey into a fictional world of up-close and personal medieval combat on a huge scale, bigger, bloodier and more intense than ever before. Mount & Blade II: Bannerlord will build upon the popular Mount & Blade franchise bringing in many exciting and highly requested new features.
Unpopular Opinion: I HATE being the leader of my faction.
The Shokuho team has prepared a gameplay video showcasing...
is it just me or does something feel wrong
Just started a fresh new game and encountered this when...
Being able to fund your army by smithing is a bug
The Game of Thrones Mod Update for Bannerlord is INCREDIBLE
Bannerlord - Extended Tournaments - Horse Race, Archery...
Europe Campaign map 1.8 now available \o/
why does the Western Empire Keep declaring wars and...
Is there a mod that opens up who you can grant fief too?
Bannerlord to Warband Conversion Mod?
Khuzait Vs Empire RTS View | Mount & Blade I...
How to create a kingdom in Bannerlord 1.8 | Mount and...
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Welcome to Mod Monday! In the comments of this post, a list of mods that have been created or updated in the past week can be found. This list is currently restricted to just those posted on Nexus Mods, but we plan to expand this to include other websites (such as ModDB) and the Steam workshop as well. This week there are 18 new mods that have been published and 38 mods have been updated.
If you have created or updated a mod, note that you do not need to ask us to include it in the list, it is automatically compiled. If you published your mod on Nexus in the past week and can't find it here however, contact /u/MitchPTI and he'll have a look into why that might be.
Have you ever wondered why javelins, throwing axes, and throwing spears were so rare?
Ever wondered why Calradians can only afford swords but not shields, spears, axes, and/or basic armor?
Well wonder no more with this mod you'll see an overhaul of all 6 main faction culture unit trees. These unit trees are: Aserai, Battania, Empire, Khuzait, Sturgia and Vlandia, but that's not all! Some day in the future you'll also get overhauls of mercenaries, minor clans, and bandits. Not only will you get these overhauls you'll have to pay nothing outside of mod compatibility errors for who knows why because I sure don't. Download now for a free trial of my tears and sleep hours! Disclaimer: Tears and sleep hours are not actually included.
M&B2: Bannerlord patch compatibility info:
Mod currently works on both 1.4.1 and 1.4.2.
CTO v1.1.1 - Fixed game crash on village scene. Please notify me if this problem persists and how to replicate it.
CTO v1.1.1c - Use if you only want main factions to be overhauled. This is to retain compatibility with other unit mods that do not modify main factions.
NOTE: Fixed game crash on village scene.
Each unit tier will have higher stats in all areas than the previous tiered unit.
Please refer to v1.1.1 for change log.
T2 Empire infantry lost javelins and gained 1 pila.
Main Empire infantry line lost one pila and regained the spear as part of unit kit.
Redid skirmish unit weapon loadouts to do less damage overall.
Redid all faction noble unit stats.
Fixed crashing village scene issue.
Redid kingdom lord parties to have more T2-T3 and some T4 mix. T5 was mostly removed from spawn list.
Please refer to v1.1.0 change log. - Fixed version so it should work now. Please tell me if it does not!
Update to all main line spear infantry units to use throwing spears instead of javelins.
Changed T2 empire infantry armor to a 24 value instead of a 32 value for balance reasons.
T2 Empire and Sturgian infantry retain javelins despite everyone else using throwing spears.
Sturgian Berserkr T4+T5 is now T6+T7 alternative infantry in Sturgian Noble line. They are now best 2H melee fighter stat wise.
Battanian lance cavalry is now T5 only and received armor downgrades to both rider and mount. They are more squishy now to represent light/medium Celtic horsemen.
Battanian T5 Falxsworn infantry unit is alternative for T5 Falxreiter and is more heavily armored than the Falxreiter.
Battanain T5 Falxreiter received downgrades to body armor so they more squishy now.
Battanian T4+T5 skirmish cavalry received downgrades to armor values for both rider and mount. They are no longer tanks.
All bowmen received 2 quivers, but lost the shield. Exception to this rule were Sturgian archers.
All bowmen tiers received proper quivers for their ranks.
New archer powerful to weakest ranks is as follows (in theory): Battania>Aserai>Vlandia>Empire>Khuzait>Sturgia.
Make Sturgia and Western Empire superior
( ) - this mod will remove other kingdoms without fief and members
(optional) BackUp: GameDirectory/Module/SandBox/ModuleData/spclans.xml - BackUp file can be downloaded on miscellaneous files
Use vortex and it will probably put back original files, if not use manual uninstallation
Putback: GameDirectory/Module/SandBox/ModuleData/spclans.xml OR Extract Backup file from miscellaneous to game directory, you can also use vortex
THIS MOD HAS NOT BEEN UPDATED IN A WHILE AND WILL NOT BE UNTIL THE OFFICIAL MOD TOOLS ARE OUT USE AT YOUR OWN RISKIntro
This is a module that adds a complete female only troop tree.
It's meant for players that want to lead an army of badass female troops and conquer the world.
Version 1.1 is now aviable for download, featuring a new troop upgrade branch, the much requestest bow archers.
Also Amazons will now spawn only in Battania by default to limit all lords from having only them as troops. For those that want that the optional download allows you to change that.
It's a Module, which means it's compatible with most other mods and it should not break in any way after a patch or update to the main game. It also means it's easy to unistall or disable.
Compatible with existing saves (however it will take some time for the units to spawn in the world).
Complete, balanced and self sufficient troop tree, consisting of female units with a mix of equipment from various factions.
Basic recruit unit aviable in all towns and villages of Battanian culture, and will replace vanilla non-elite ones.
Affected culture can be changed via optional files.
Fixed a few bugs with items not showing up properly (Cavarly will now actually have weapons and elite infantry has decent helmets)
Set default culture replacement to only Empire Vladia and Battania (if you want the old complete map replacer, it's in the optional download)
The mod now features several gameplay changing effects (lots of thanks to 8thor8)!
Big thanks to 8Thor8 (from the ( )) for helping me with scripts! Check out his other mods, they work very well with Scum and Villainy!
Compatible with killing bandits raise relations! Finally a reason to clear the crime!
I highly recommend downloading the Bannerlord Mod Launcher. Load orders are currently the biggest causes of crashes and launching the game through the direct .exe continuously changes load order for the worst.
Translators: Now contains strings. Feel free to translate and redistribute!
Banners by /u/Haedvig (Crimson Cartel), /u/jannoinks (Iron Fist), /u/Noslack8 (Seven Scimitars) and /u/iq4153333 (Kingslayers & Blackwater Pirates)!
You can edit the config file of CustomSpawns to turn on debug mode. This will show you where parties spawn (in case you are impatient).
You can download Ardonnay's Troop Changer if you want to recruit troops yourself in Towns/Villages (this is NOT a requirement of this mod, it is an additional feature).
This mod adds new factions, save games without the faction in them will not be compatible.
Step 0: If you had an old version, verify your game files! You may have old versions of SPClans.XML or SPCultures.XML.
Install the Custom Spawns Clean API OR the entire Calradia at War mod (no need to install both! Pick the clean API if you only want Scum and Villainy troops/parties).
Download the Scum and Villainy 15.0.0. mod!
Extract the .rar into your Bannerlord folder and tick the boxes in the launcher for both the Custom Spawns Clean API (or Calradia at War) and the ScumAndVillainy mod.
Added the pits in Refuges/Shelters, where bums and scum fight for food, while local landlords watch and bet on the victor.
Added new troops: Bums, Brutes, Pit Fighters, Pit Champions (one troop tree). They can only be found in the pits of refuges/shelters.
Added the ability to bet your money in fights in the pits. Higher roguery skill increases your odds of winning. Betting on fights will increase your criminal rating.
Added miner peasant parties, miners have pickaxes (one-handed and two-handed).
Added new companions to hire at Gang Hideouts, Slave Market, Black Markets and Shifting Sands.Hideouts.
New companion type: Smuggler (Trade/Roguery/Tactics/Riding), with randomly generated names from a new name pool and secondary skills.
New companion type: Tactician (Engineer/Tactics/Scouting), with randomly generated names from a new name pool and secondary skills.
New companion type: Gang Leader (Leadership/Steward/Roguery/Combat skills), with randomly generated names from a new name pool and secondary skills.
New companion type: Pirate (Jack of all trades), with randomly generated names from a new name pool and secondary skills.
New companion type: Medic (Medicine/Steward), with randomly generated names from a new name pool and secondary skills.
Added new villagers: Fisherman, Harponeer (upgradeable with fish)
Added new peasant parties: Fishermen
Added new bandit troops (imprisoned fishermen): Frenzied Fisherman, Harponeer of Hatred (upgradeable by fish), which can be upgraded to Impalers with the Disciplinarian Perk and a War Horse.
Added recruitability of these fishermen to the Pirate Caverns.
Rebalanced peasant parties some more, still noticed starving parties.
Kingdom AI Army Leaders will now prioritize besieging enemy towns/castles closest to their own hometown. Their hometown is usually the most prosperous castle/town that their Clan owns (this is a vanilla feature). The idea is that they somewhat selfishly prioritize taking lands close to their home so that their fiefs becomes safer. Armies won't besiege towns/castles deep into enemy territory anymore. An added bonus is that armies with different leaders will have distinct behaviour.
NEW feature in 2.2.0: Troop recruitment whitelisting and optional limits!
Talk to a clan party and choose: "Let's review your party's composition plan."
There are two stages of separate troop exchange screens:
Screen one: You get a list of the lowest tiers (recruits) of all troop trees in the game. Transfer the recruits of those troop trees you're interested in. Click Done.
Screen two: On the left side there should now be a list of all the units in the troop trees that you selected with one soldier for each type, and also one troop for every type that the clan party already had in its party. On the right side the exact same troops are present, but in great numbers. The rules here are simple: If there's only one soldier on the left side, the clan party will recruit that troop type as long as there's room in the party. If you however add more than 1 troop to the left side, that number will be the maximum limit for that troop type. Troops that are not present at all on the left will NEVER be recruited.
Compiled with 1.4.2 (should also work with 1.4.1)
First attempt to solve crashes when mods that added new troop units are removed while they are present in recruitment templates.
Fixes a potential error when loading a savegame.
Fixed a clan party duplication bug when liberating clan party leaders through battle.
Runs a one-time check when loading a savegame for duplicated parties and removes them.
A minor issue when recruiting mercenaries according to recruitment templates has been fixed.
Recruitment templates can now be copied from other clan leaders. Note that changing a copy does not change the original and visa versa.
Clan parties will adhere to their template when recruiting mercenaries from now on.
Clan party leaders who escape without outside help should now respawn their party, but only if they have an Order active. Respawning code has been made safer in general.
The AI change restricting sieges to Kingdom borders can now be turned off in the config.xml for those who don't like it.
All parties on the map now try to buy food reserves for 14 days as opposed to 10 days. Configurable in the config.xml file.
Your Clan parties that have less than 500 gold to pay for supplies, recruits and upgrades will now take 500 gold out of your treasury. Runs once per day. Configurable in the config.xml file.
Fixed a bug causing Clan party leaders with recruitment templates not adhering to them when upgrading their troops. Thanks again Grizmul for your help.
Duplication removal should now properly decrease double (or triple) heroes in the player's party.
Duplication removal hopefully won't interfere with Revolution's parties anymore.
Major rewrite of the mod, well-tested this time. All known bugs were fixed, no instances of savegame corruption have occured. This mod now also fixes the vanilla bug that causes custom formations to spawn in the middle of village battle maps.
Like the mod Gird - Formations, this mod makes troop formation classes persistent throughout savegame loads. I made this because I was looking for a simpler, more direct implementation of this particular feature/bugfix. Some of the differences between Gird and this mod are:
Gird doesn't use Harmony, this mod does.
This mod stores the formation class assignment changes directly into the savegame, Gird stores it in an external XML file.
This mod has notably less code than Gird (although you could argue Harmony adds much more code, Harmony has been tried and tested for a long time)
This mod also fixes the party troop type composition tooltip for the Skirmisher/Heavy Infantry/etc classes (see images). At the time of writing Gird does not.
Gird discriminates between parties when applying formation class changes, this mod applies the changed class to the base troop so all
parties in the game are affected. Whether this has unintended consequences for battle AI I do not know, but I think not.
I don't claim this mod is objectively better than Gird. Best practice dictates to use Harmony as little as possible, but personally I think it may still be preferred if it results in less code complexity. I made this first and foremost for myself and am just sharing what I made. You decide for yourself which you prefer. Gird definitely deserves credit for being the first to fix this feature.
Fixed a bug where formation assignments wouldn't persist if the mod was loaded for the first time on an existing save.
New feature: Custom formations (Skirmisher and above) usually spawn in the middle of village battle maps. This vanilla bug is now fixed by this mod.
Previous versions had a bug where much more troop entries were saved in the savegame than necessary. This is now fixed.
If updating from an older version, the existing database in your savegames will be cleaned up, lots of obsolete entries will be removed.
Fixed a bug where memory wouldn't be reset in some cases when starting a new game, causing savegame corruption or disallowing saving at all.
The party troop composition tooltip will now correctly display the "Skirmishers" text again.
Uploaded e1.3.0 compatible version, including the fix of mod version 1.1.0
e1.2.0 only: Fixes in-battle formation images and voice commands to match companion's formation class
This mod makes combat more realistic. Armored units are more resistant to damage depending on weapon type used vs armor. Each weapon type has different effect vs armor. All units defend themselves more, units with shields actually use the shields. All projectiles now cause damage based on their kinetic energy. Velocity of arrows, bolts and javelins is now historically accurate. All battles are significantly longer now. Damage of horse charge is physics based, couched lancing is scientifically accurate. AI armies use more tactics. Spears are buffed in melee in comparison to vanilla.
In the base game there are three types of damage: pierce, cut and blunt. In this mod each weapon type has unique armor penetrating properties, which results in more realistic experience. For example sword is poor at cutting heavy armor, axe is better at this and mace punches through the best.
values for weapon modifiers and few others are all configurable
All units have their shields in front of them in all formations with the exception of skein (wedge), unless they are using 2 handed weapon.
Unit defensivness is set to higher factor, units now fight as if they're trying to live through battle not speedrun it.
Unlocked tactical options for AI, prepare for some interesting battles
Projectiles now have historically accurate speed and their damage is based on their kinetic energy in the moment of impact. Arrows now serve as damage modifier. Bow damage is based on its missile speed stat, damage stat on bow and crossbow means nothing now. Damage stat on javelins is again modifier.
with these changes ranged damage is generally lower and if you or npc archers want to shoot far you have to shoot in an ark.
Javelins and throwing axes are good against lightly armored enemies and they can destroy shields now. Arrows now also deal reasonable damage to shields.
Pilum can now pierce shield for real this time.
Javelin melee damage buffed slightly.
Spears slightly nerfed after latest buff.
Cataphracts will use their lances more.
Different parts of body have different damage modifiers.
Pilum can pierce shield as was the case historically.
Base damage of spears buffed, spears deal much more damage from point blank range than before.
New version of Realistic battle was created, this is continuation of version with more armor, from now on this will be only supported version.
Flying arrows now look realistic instead of being wooden sticks.
Base damage of spears buffed, spears deal much more damage from point blank range than before.
Couched lances are longer and properly held in hands, they deal more damage now. Spear thrusts from horseback are now weaker than couched lances.
Couched lances now deal more realistic damage. Mostly between 100-300 damage before armor is applied this is based on scientific paper that studied impact force of couched lances.
All Cavalry lances / spears can be used for couching now since couching technique used in the game can be used for any spear from realism point of view.
Crossbow bolts armor penetration buffed slightly. This is represents higher rigidity of crossbow bolts.
Arrow damage is now shown in numbers that better represent their bonus effect. For example instead of 9 thrust damage there is 90 thrust damage which represents 90% of supposed damage being done.
Arrows and bolts damage vs shields nerfed slightly. Approximatelly by 28%.
Init
Ruchanie oszukanej blondynki
Degustują się francuską dziewczyną
Wieczorne przyjemności z gorącą laską

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