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Alisacat007

1257 AD - Enhanced Edition

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Автор смог приобрести новый ноут и, после очень долгого перерыва, продолжает фиксить свой мод.

 

1257AD - Enhanced Edition (Patch от 20.08.2022) :

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1). Fixed invisible byzantine sabre.
2). Removed Shoes with Mail because it was too short for the way 1257 armors were designed.
3). Added komke to the dev list (sorry about that komke).
4). Fixed Welsh Archers having greater proficiency than Welsh Veteran Archers.
5). Fixed dead heirs that got recycled and assigned another faction receiving fiefs when their former father died.
6). Fixed kings executing lords for treason even if executions were disabled in the 1257 menu.
7). Fixed belligerent drunks sometimes spawning as debug troops.
8). Fixed typos in faction notes.
9). Fixed kidnapped girl crashing the game after dialogue and set her to follow the party (since for some unknown reason the game crashes when it tries to merge her party with the player).

 

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1257AD - Enhanced Edition (v3.9.1 Hotfix 2) (от 09.09.2022) :

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10). (New game) Changed some units names from "Arabian" to "Arabic".
11). Added "none" option to constable recruit dialogue if player changed his mind.
12). Fixed former vassal faction notes bug.
13). Removed modding menu from camp if cheat menu is turned off.
14). Fixed player vassal and mercenary being able to enlist on someone's army.
15). Fixed typos on freelancer dialogue/menus.
16). Fixed fights envolving villages.
17). Fixed enterprise profits bug.
18). Fixed debug peace option not working.
19). Fixed player king getting companion dialogue when talking to normal troops, thus being able to give them fiefs or ask them to send a message to vassals when marshal. This means no more "Lord Baltic Veteran Mercenary Horseman" unfortunately XD.

 

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Официальный патч с nexusmods.com :
1257AD - Enhanced Edition (v3.9.1 Hotfix 3) (от 02.10.2022) :

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(Requires a new game)
20). Fixed grammatical errors on manor bandit infestation menu.
21). Increased village relationship boost when player defeats manor bandits to 3 from 1.
22). Fixed script errors that occurred when player started a battle against bandits infesting a village.
23). Fixed player being able to take their troops equipment for free infinitely.
24). Fixed lords not being removed from the game when executed while being prisoner of a world map party.
25). (Debug) Fixed Constantinople not having byzantine interior scenes.
26). Disabled civil wars again.
27). Fixed marriage quest and several other quests not being cancelled when their giver/target died.
28). Fixed random war bug.
29). Fixed player wife not automatically changing location to court. This will happen now in up to 72 in game hours.
30). Changing culture now costs 5% less per level of player party trading skill (default 15000).
31). Fixed factions leaders telling the player that he/she is disputing their claim of Europe on a new non-king start.
32). Fixed crusader iberian lords spawning without names.
33). Fixed byzantine armor being names "Scoutati" instead of "Skoutatoi".

 

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Официальный патч с nexusmods.com :
1257AD - Enhanced Edition (v3.9.1 patch) (от 09.11.2022) :

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Спойлер

35). Removed crusader culture from troop tree since they use the western euro troop tree.
36). Fixed ibelin shield having jerusalem texture.
37). Fixed piercing bolts costing less than steel bolts and doing more damage.
38). Added 25, 50 and 100k withdraw from treasury options (chamberlain).
39). Added new misc option to make player receive money directly instead of in the treasury.
40). Changed random time for player to escape captivity to be between 12-72 hours.
41). Fixed player culture not updating when he changed his kingdom's culture through his minister.
42). Fixed player castle guards not updating when he changed his kingdom's culture through his minister.
43). Added new misc option to make captured fiefs auto change culture to their new faction.
44). Made changes to how much money the player receives as compensation for being denied a fief he conquered. New value is (player renown *8 + (player relation with king * 20)(negative relations wield -20 per point)(was always 900 before).
45). (New Game)(@Khanor#3713) Optimized village connections to castles/towns in the Kingdom of Norway, the Kingdom of Denmark, the Kingdom of England, the Kingdom of France, the Kingdom of Portugal, the Crown of Aragon, the Emirate of Granada, the Marinid Dynasty and the Polish Principalities. Now even towns should generally pick up villages in their area, and the manual assignments pre-loop has been expanded with a description. Manual comments for which castles and towns are being handed village connections have also been added. These village assignment improvements also include the outcome of a democratic Discord vote for Angouleme castle and Chinon castle's village connections (thanks for voting!)
Moved Stafangr, Ragnhildarholmr and Konungahella closer to their real life locations (e.g. Ragnhildarholmr has been moved significantly southwards.) Stafangr has also been moved onto land properly now.
46). (@Khanor#3713) Fixed the Village Elders, Mayors, etc. gendering the player incorrectly for real. They will now take into account the gender of those involved in the conversation properly.
47). (@Khanor#3713) In addition to player misgendering, fixed a dialogue speaking about an NPC as Marshall, which led to a realm's Marshall being misgendered in dialogue about them being too cautious.
48). (@Khanor#3713) Fixed the English language ui-file so that attributes name their correct skills after the 1257 AD changes/additions. Also fixed spelling and capitalization of skills in the attribute description to match their appearance on the character screen.

 

 

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1257AD - Enhanced Edition v3.10 Hotfix1 (от 17.12.2022) :

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Официальный патч с nexusmods.com


1257AD - Enhanced Edition (v3.10 patch) (от 10.03.2023) :

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Ставить поверх 1257AD - Enhanced Edition v2.1 (от 10.12.2018)
Чуть больший вес, чем обычно, патча из-за того, что автор решил опционно дать возможность игрокам самостоятельно заменить женские лица на более симпотные из минимода Virake's Male and Female Face Replacer.
Для этого надо файлы из папки Optional\CulturedGuy's Female Character Overhaul кинуть в корневую папку мода с заменой.


Changelog:

Спойлер

Current version: v3.10

NOTES:
Things with the "New game:" prefix requires a new game to take effect.
Things with the "Debug:" prefix requires a new game but can be activated/fixed by using the debug menu under camp.

v3.10 (Requires a new game)
1). Increased relation gain with king after capturing a fief that player and NPCs have to 5 from 3.
2). Fixed player not receiving any relation gain after capturing a fief.
3). Removed javelins from mongol skirmishers.
4). Added confirmation menu to outpost demolish so that player can rethink the choice.
5). Added dialogue for player to ask Pope if there's any crusade active at the moment.
6). Removed relation loss with a leader when someone loses a battle.
7). Fixed player not knowing his faction culture and thus being unable to change a fief's culture to it when starting as king, prince or vassal.
8). Fixed duplicated dialogue after escorting a lady.
9). Fixed tavernkeeper not informing the player of the correct value that a bounty had when finishing the quest.
10). Fixed second troop tree presentation.
11). Removed stable horse train for the time being.
12). Any faction that has mongol culture will spawn mongol camps around their fiefs. Make sure the mongol camp limit (camp menu option) is high enough if you have several mongol factions though.
13). Increased renown of the more well known kings to 1500 from 1200.
14). Fixed being able to give fiefs to normal troops.
15). Reworked prison break system. Minimum amount of prisoners required for it to trigger is 100 and each 10 increases chance of escape by 1%. If the settlement has a prisoner tower built it decreases the chance by 3x. This should make huge prisoner breaks much less frequent (but breaks overall more frequent).
16). Fixed patrols not being disbanded when ordered to through the constable.
17). Increased renown gained from contructing a building in a manor to 10 from 2.
18). Decreased right to rule gained from contructing a important building in a manor to 1 from 2.
19). Increased number of random books in manor book seller to 3 from 1.
20). Added option to disband a patrol (if the player is king or owner of the fief the patrol is patrolling) by talking to it directly.
21). Fixed player right to rule not being taken into account when a lord of a defeated faction decided to join a new one.
22). Reworked lord defection system. Before only relations and the number of walled fiefs divided by number of lords were taken into consideration. Now it will consider culture, religion and king renown.
23). (@Black_Kangaroo#7894) fixed jerusalem king armor visual bugs.
24). Fixed some Italian lords not having lances.
25). (@the_duke#8749) Added 4 new cultures and troop trees: English, French, Hungarian and Polish.
26). Fixed noble prisoner execution message displaying anything but the prisoner name.
27). Fixed sea raider captain weapon proficiency discrepancy when compared to sea raider veterans.
28). Added option to choose garrison size at game start.
29). (@mamacrooo#5615) Added optional faces under Optional\Culturedguy's female character overhaul. Read the installation intructions.txt file on how to install it.
30). Fixed player receiving compensation money for capturing a fief even when he decided to rebel.
31). Fixed player compensation money bug.


bug report notes:
1). no relationship is gained when you send a gift to a lord or king (i sent beer)
A: The chance is random. There's a 50% chance that the NPC will accept the gift.

 

 

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1257AD - Enhanced Edition (v3.11 patch) (от 05.04.2023) :

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Ставить поверх 1257AD - Enhanced Edition v2.1 (от 10.12.2018)

Changelog:

Спойлер

NOTES:
Things with the "New game:" prefix requires a new game to take effect.
Things with the "Debug:" prefix requires a new game but can be activated/fixed by using the debug menu under camp.
 
 
 
v3.11 (Requires a new game)
1). (Spades#8972) New models and textures for some counter point series swords.
2). Fixed faction notes culture being incorrect.
3). Fixed polish retainer not having boots and using byzantine armor.
4). Fixed troop tree presentation not displaying the new cultures.
5). (Fix) Disabled constable stable dialogue.
6). (Improvement) Genoese crossbowman now use pavise shields.
7). Fixed hungarian archer not upgrading to veteran.
8). Fixed constable armory only having 9 slots.
9). Fixed constable wearing and removing items from the armory.
10). (@Khanor#3713) Village connections optimized for six more factions (the Holy Roman Empire, the Teutonic Order, the Curonians, the Novgorod Republic, the Kingdom of Bulgaria and the Mamluk Sultanate.)
 
11). (@Khanor#3713) Moved Norwegian and Danish settlements closer to their real life locations on the map:
Kingdom of Norway: ?orshofn moved east, Borglo and Veey moved southwest, Ragnhildarholmr and Konungahella moved (further) south-southeast.
Kingdom of Denmark: Varbiargh and Falkenb?rgh moved south-southeast.
 
12). (@Khanor#3713) Improved movement speed when travelling on water/Seas (water is now the fastest terrain by a small margin, but coasts/embarking is still slow, which makes sense.)
Land travel is still a better choice when providing a more direct route to the destination, however.
 
13). (@Khanor#3713) Fixed a misspelled lord name (both in module_troops.py and troops.csv.)
14). (@Khanor#3713) A large amount of dialogue and text string language, spelling and punctuation improvements over several different files.
 Some examples being certain manor dialogues and the fief exchange dialogues.
 
15). (@Khanor#3713) Game menu punctuation and spelling improvements for most of the options seen when starting a new game.
16). (Improvement) any lord of any personality can try to assassinate the player using hired assassins when the player is visiting any town. The negative relation needed depends on the personality of the lord in questions (e.g. debauched lords are the most likely to attempt to kill the player)
17). (Improvement) the player doesn't need to be in the same fief as the lord for the assassination attempt to occur.
18). (Improvement) Timer for assassination attempts is randomized to between 5 and 9 days (it was a fixed 7 days before).
19). Fixed some mercs (e.g. saint lazarus units) not appearing in the mercenary troop tree under reports.
20). Minimum amount of prisoners for a break to occur decreased to 10 (from 100)
21). Garrison size is taken into account when calculating prison break chance (every 20 guards decrease chance by 1%).
22). Prisoner tower decreases chance by 2x (was 3x).
e.g. a town with default garrison size of 800 that has 500 prisoners has a weekly 10% chance of a break occurring. Add a prisoner tower and the chance decreases to 5%.
 
23). Fixed issues with bank deposits and players not receiving money automatically.
24). Fixed option under camp to receive money from banks directly without needing to visit the fief in question not showing up.
25). Fixed war parties and mercenary companies not being taken into account when calculating a kingdom's strength.
26). Fixed escaped prisoner party not reverting to their default icon in the map when returning from the sea.
27). Fixed parties not ganging up on certain party types (e.g. escaped prisoners, looters) when the latter attacked one of their faction's parties and they had the chance of winning.
28). Fixed the new cultures (e.g. english) not being added to the western euro culture list and thus missing the typical euro items in their merchants.
29). Speed improvements to code related to parties joining friendly parties battles in the map.
30). Added game version to new game menu and reports.
 
This bug reports were tested and could not be reproduced:
1). "recruiting generic mamluke regional mercenaries (not the expensive 4000 denar ones) gets you mamluke junior cavalry (lance troop) instead of the less-equipped mercenary version!"
 
 
bug report notes:
1). "hafsid dynasty's regional mercenaries are generic mamluke mercenaries (spearmen, javelinmen, archers, horse archers) instead of generic muslim mercenaries (spearmen, archers, horsemen)"
This is present on the original 1257 and was probably done on purpose of balancing, since there's already 2 factions who use generic muslim mercenaries.

 

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1257AD - Enhanced Edition (v3.9.2 альтернативный патч) (от 26.04.2023) :

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Альтернативный патч с дискорда для побочного проекта автора. Возвращает в игру старые унифицированные деревья войск для некоторых крупных западноевропейских королевств, которые были изменены начиная с патча 3.10 . И, в тоже время, содержит все плюсы из патчей 3.9 и 3.9.1 в дополнение к почти ко всем улучшениям, исправлениям ошибок, полировке и дополнениям QoL из патчей 3.10 и 3.11. Также исправлена ошибка, из-за которой наемники-мамлюкские конные лучники получали болты вместо стрел.
Теперь автор планирует разрабатывать параллельно обе ветки своего мода : официальную и альтернативную.

ВАЖНО: Совместимо с сохранениями для старых пропатченных версий мода 3.8 и 3.9 . Для 3.10 и 3.11 не подойдет.

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Обновленная альтернативная версия.

1257AD - Enhanced Edition (v3.9.2 альтернативный патч) (от 01.05.2023) :

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Спойлер

Newer, near finished 3.9.2, with some experimental updates to peasant women allowing them to be upgraded a little (doesn't break save games, but stats/wages may be a bit wonky for the two upgrades if continuing an old save, working on solutions.) Wanted a two-fold use to peasants in the long run (now they're not good for much) with either being auxiliaries in a pinch (in the newest 3.9.2 they top out at the level of mid-tier archers), or returned to settlements for very slight prosperity and maybe relations gain in villages (think like 0.1 prosperity per peasant/peasant woman.) Give me feedback on the auxiliary troop use for now, especially if starting a new game or fixing the stats of an old save game with the save game editor (troops-->643, 644, 645.)
Women in war is not really a commonplace thing in Europe and the surrounding areas of the time though, so this is only really an option for players should they want to make use of peasants they pick up. Lords may still indirectly get them though (like before), through prisoners or player shenanigans, though them being able to upgrade them and give them bows still feels more realistic than using them as low tier infantry/cannon fodder. In the longer run, Lords too should probably return accidentally acquired peasants to settlements, to make room for regular troops.
Other content since last time, ensured Faction Leaders get their reinforced shields like intended, many dialogue and settlement menu improvements, spelling- and language-wise. Also made the Chamberlain's recruitment options more interesting to read, giving some variation to the mod's somewhat repeated recurring jokes

 

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Обновленная альтернативная версия.

1257AD - Enhanced Edition (v3.9.2 Definitive) (от 15.05.2023) :

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Также последние обновления по этой альтернативной версии Anno Domini 1257 - EE Definitive теперь можно брать со странице автора в Стиме :

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Обновленная альтернативная версия.

 

1257AD - Enhanced Edition (v3.9.3 Definitive) (от 10.06.2023) :

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Устранена большая часть оставшейся неряшливости мода, исправлено множество ошибок и улучшен пользовательский интерфейс.
Сохранение игры совместимо со всеми версиями от 3.5 до 3.9.2a.
Полный список изменений в этой версии (Все это также появится в будущей версии 3.12 основной ветки мода):

Спойлер

v3.9.3 "Gracious Game" (3.9 definitive series)
1) Fixed Mamluke Archers so they correctly represent archers, not some weird javelinman/crossbowman hybrid (removed crossbows, bolts and throwing weapons from item list, exchanged old skills/proficiencies for relevant skills and archery proficiencies). Also added the updated proficiencies to the troop update button in "Enhanced Options." Thanks go to one of our Discord contributors, @mamacrooo#5615.
2) Updated some of the Latin names of the above Mamluke unit and its veteran and elite variants, as well as one of their javelineer units.
3) Fixed the name of one of the "Templar Knightly Surcoat over Mail" items. Thanks go to one of our Discord contributors, @mamacrooo#5615.
4) Added a more proper Bandit (Bandit Leader) start, with a touch of renown, negative honor, some bonus stats, randomized bandit leader gear, one handed/ranged proficiencies, randomized but always significant amounts of gold, as well as a starting location appropriate bandit squad.
5) The "Female" start option is now above the "Quick Character" start option in the new game setup menu.
6) The "Cause Provocation" quest now also succeeds on war between the player's current Kingdom and the target Kingdom, as the quest-giver's desired outcome was reached, even if the player technically may not have done it as instructed.
7) The "Your Village is under attack!" popup-screen and the "Enemies have laid waste to a Fief" popup-screen both now account for (and display) if the message is about the player's village/fief, or "just" a village/fief belonging to the same faction.
😎 Pluralisation of the word "lance" in the fief recruitment screen is now dynamic depending on if there's just one lance available, or any other number of lances available.
9). (New Game) The "Scandinavian Armored Swordsman" and "Balt Magnate" troops now count as mounted on the world map, representing important hird/household soldiers that can afford horses for travel. In battles they still fight dismounted and count as infantry. They now also have some riding skill and support/flavor skills (tactics, leadership, trade). These changes mainly make their map movement speed and wages a tad higher.
10) The "Scandinavian Armored Swordsman" troop has been renamed to "Scandinavian Armored Hirdsman."
11). (New Game) One town, one castle and one village moved south or south-southeast in the Kingdom of Norway. One castle and one village moved south-southeast in the Kingdom of Denmark.
- Kingdom of Norway: Ni?aros and Freysey moved south, Ragnhildarholmr moved south-southeast.
- Kingdom of Denmark: Varbiargh and Halmsta?r moved south-southeast.
12). (New Game) One town and one village in the Republic of Venice have been moved north and south respectively, much closer to their real world locations. Also fixed name of one village.
- Republic of Venice: Venezia moved significantly north towards its real world location, Chioggia moved a touch south.
- Republic of Venice: Removed extra space after the name of Sibinicum village.
13). (New Game) Removed extra space in the following names too: "Sevilla" town (Crown of Castile), "Plovdiv" town (Kingdom of Bulgaria) and "Visingsey" castle (Kingdom of Sweden).
14) Spacing, punctuation and/or spelling improvements in some manor dialogues, Mongol camp dialogues and Lord strategy talks.
15) Punctuation, capitalization and spelling improvements in game menus, dialogues and some other places.
16) Added some space between the mod version and the player stats in the "Reports" menu.
17) Fixed hat merchants having weird items.
18) Fixed Lords' parties and other standard faction parties (like patrols) not helping each other against the player or helping the player when relevant.
19) Fief garrisons can now help you in battle if friendly, above a minimum of garrison, having a messenger post AND being owned by the player. This is very rare, but also a very powerful in the right situations, and hopefully people find the intersting ways this can be utilized.
20) Fief garrisons of hostiles are now far more interesting and dynamic, if campaign difficulty is above easy and they have sufficient garrison...
21) Fixed the display message on interest payments on the player's deposits in towns, as they weren't displaying the amount paid out correctly.
22) Improved the auto loot/companion loot system's item counting code.
23) Improved the auto loot/companion loot system's language a bit.
24) Added new convenience option to the auto loot/companion loot system, now you can leave without adding any items to the shared pool at all in case you don't want any of the remaining items.
25) Added melee version/secondary version to the "Throwing Spears" ranged weapon. While not as powerful as dedicated melee weapons in this use, they now have some more utility in any case.
26) One of the "Cuman Hat" items has been renamed to "Segmented Helmet", due to that type of helmet not being unique to Cumans, and for that matter it was more of a helmet than a hat. (Thanks go to Quilboar on Steam.)
27). (New Game) All Scottish lance troops/regular troops that didn't have the "guarantee boots"-flag now have it. No longer should you find barefoot Scottish soldiers on the battlefield. "Scottish Recruit" now has the "guarantee shield"-flag, while "Scottish Levy" lost it.
28) The "Scottish Recruit" troop (tier one melee footman) now also has some helmets, shoes/boots and shields/targes in their inventory to draw from, giving them a not insignificant durability boost on the battlefield. They did lose their chance for getting "Darts" though. (Thanks go to Quilboar on Steam.)
29) The "Scottish Levy" troop (tier one ranged footman) lost their kite shield and heater shield chance, but gained a chance for targes instead. "Scottish Recruit" troop also had some of the "Scottish Levy" troop's helmets transferred over, since they need it more in melee. "Scottish Levy" still has some headgear to draw from remaining.
30) Gave boots to some low tier Gaelic lance troops/regular troops that didn't have this in their inventory to draw from. The "Gaelic Recruit" troop now also has a chance for some light headgear.
31) The "Euro Commoner Footman" and "Euro Levy Footman" troops (tier one melee footman and tier one ranged footman in the Western European troop tree, respectively) have both gotten additional helmet variation to draw upon, like simple kettle hats, while the mail coif that didn't match their body armor has been removed. (Thanks go to Quilboar on Steam.)
32) All Scottish regular troops that weren't in the "troops.csv" file have been added to it, to aid in any eventual future translations of the mod.
33) Crouching (Windows PC default: "z") has been enabled in the "module.ini"-file by default. Edit the file and set the value to 0 if wanting to undo this. Added new UI-entry for this in the "ui.csv"-file.
34) Created the framework for two new scripts to reload the starting inventories of most hero troops (unique characters) excluding companions, the player and optionally the player's spouse.
35) The skill book "The Life of Alixenus the Great" has been renamed to "The Life of Alexander the Great."

 

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1257AD - Enhanced Edition (v3.12 patch) (от 14.06.2023) :

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