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- Fixed an issue with party wage limits in the clan screen that caused changes by the player to be reverted to Unlimited Wage. - Fixed crashes when the player attempts to open the kingdom screen or interact with armies as a prisoner.
Version 1.0.4
- Added a gold cost to bringing mercenaries into armies, due to how trivial warfare becomes without it. You can choose between denar or influence cost and change the multipler in the MCM. - Added per-army war strategy. Functions like the war strategy dropdown on the Diplomacy screen, but for individual armies. By default, there is a minor change to the tendency to siege, defend, patrol & chase parties. Multipliers configurable in the MCM. - Added logic decreasing the chance of war decisions in winter. Chance is magnified based on the total calculating trait levels of both proposer and ruler. Currently an experimental addition, and must be enabled in the MCM. - Added the ability to maintain cohesion for individual armies in the player-owned kingdom using the players influence through the kingdom military screen. When active, the cohesion will be automatically boosted to maximum cohesion whenever the army cohesion falls below the daily cohesion change + 30. The lower limit of 30 cohesion is due to armies trying to disband when below this amount. If the player has insufficient influence, the cohesion maintenance will be disabled and a log message will be created. Daily influence change from cohesion maintenance is also shown through a log message. - Expanded mod compatibility by making the majority of UI changes through UIExtenderEx instead of replacing entire native prefabs.
Version 1.0.3
Compiled for Bannerlord 1.2.10. Fixed a crash where mercenaries already part of a kingdom won't have a contract when adding into an existing save game. Added logic preventing armies from besieging a settlement that overpowers them if there is a settlement they could defend instead. Added remaining contract time to the Mercenary panel. Parties are no longer placed in a disorganized state when moved between armies, such as during a leader change or split. Added MCM setting for mercenary clan threshold per culture. This will force each culture to have the set amount of minor hireable clans to the value. Does nothing if 'Spawn Additional Mercenaries' is not enabled.
Version 1.0.2.1
Fixed an issue preventing the player from leaving a kingdom as a mercenary.
Version 1.0.2
Fixed an issue causing AI parties in the player's clan to not recruit troops, which would result in appearing to idle and/or wander aimlessly. Added the ability to modify maximum battlefield agents with a higher threshold than vanilla allows.
Version 1.0.1
Fixed a crash caused by attempting to have a party's recruiting handled via the mod's mercenary logic when it is considered inactive by the game. Added MCM Options for modifying army besiege AI behaviors. Improved sorting of MCM Options. Fixed an issue that caused a crash with mods affecting the FillPartyStacks method, such as BannerKings and FillStacks.
Compatibility Warfare should be compatible with the majority of mods. It can be installed and uninstalled at any time without issues.
Bug Reports Ensure you have installed the mod correctly before making a report. If there is a crash, post your crash report link for me. If it is simply not working, let me know which mods you are using.
Contact Join my personal community Discord, I'd be happy to assist you there. You can discuss, report bugs, suggest changes or new mods for me to create, and more.
And a huge thank you to the modding community of Bannerlord for keeping this game alive, without the multitude of great mod authors out there, my own interest would have died long before I released this. While picking favorites is difficult, the Diplomacy team is certainly my biggest inspiration. Hats off to them.