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About this mod
Customize your fief management with recruiters, advanced troop training with templates, automatic garrison recruitment, a standalone UI, custom parties with orders and more!
- Requirements
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This mod does not have any known dependencies other than the base game.
Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
Please contact me per direct message if you want permissions. Thanks!
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This author has not credited anyone else in this file
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Translations
- Ukrainian
- Turkish
- Spanish
- Russian
- Portuguese
- Polish
- Mandarin
- Korean
- Italian
- German
- French
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Translations available on the Nexus
Language Name Spanish Author:cgize Improved Garrisons - Spanish Turkish Author:Mattdown Improved Garrisons Turkish Translation TUM SURUMLER Other Author:rihla team Improved Garrisons Arabic Translation Turkish Author:Morgoman ImprovedGarrisons-TurkishTranslation v1.2.10 Russian Author:Slimer91 Improved Garrisons 4.1.2.20 Ru Portuguese Author:Arhamis Improved Garrisons Traducao Portugues (BR) Spanish Author:Kokemen Traduccion Improved Garrisons by Kokemen Mandarin Author:Damnnnnnnn Improved Garrisons-Chinese(Trad) translation (4.1.2.15)(1.2.7) tested Turkish Author:TheWinderst Improved Garrisons Turkish Translation 1.1.x V4 Spanish Author:Superchuky2 Improved Garrisons Spanish Other Author:Yan Lidski Belarusian Improved Garrisons Italian Author:samyesu Improved Garrisons ---- traduzione italiana German Author:Adiranos Improved Garrisons German Translation Release Version Polish Author:DhivinX Improved Garrisons Spolszczenie Turkish Author:Graphion Improved Garrisons Bannerlord v1.0.0 Turkish Translation French Author:Ebbdon Improved Garrisons - Traduction francaise Mandarin Author:XiWang Improved Garrisons-Chinese translation 1.8.0 Russian Author:akba84 Improved Garrisons Rus Ukrainian Author:Velizariy Improved Garrisons - Ukrainian Turkish Author:AtamanDms Improved Garrisons - Turkish Translation German Author:LeLeon Improved Garrisons - German Turkish Author:Kolpaman Improved Garrisons TR 1.7.0 guncel German Author:mapo5271 Bannerlord-ImprovedGarrisons-GermanTranslation Korean Author:Bannwbie Improved Garrisons (Korean Translation) Mandarin Author:FranciscoLos Improved Garrisons - Chinese Translation Turkish Author:Emre Uygun (GUNCEL - e1.6.0 Game Ver.) Improved Garrisons Turkish Translation Turkish Author:PANZER 1.5.9 Improved Garrisons Turkish translation Korean Author:Gyular Improved Garrisons 3.0 Korean Translation Turkish Author:Cicero Improved Garrisons 3.0 Turkish Translation (GUNCEL) Spanish Author:PacoPerico Improved Garrisons 3.0 Spanish Translation Portuguese Author:MatheusRibeiro Improved Garrisons Brazilian Portuguese Translation Spanish Author:ake88 Improved Garrisons Spanish translation Turkish Author:OzelHarekaTR ImprovedGarrison 3.0 TR Language Russian Author:vmit Improved Garrisons 3.0 Ru Russian Author:Ksonatos Russian Translation Improved Garrisons Turkish Author:sinansouth Improved Garrisons 2.0 Turkish Translation Russian Author:BonyShar RU Localization Improved Garrisons 2.0 (Outdated) - Changelogs
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Version 4.1.2.19
- Hotfix for version v1.2.11
- Updated texts. Thanks to @Tristan for his outstanding help!
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Version 4.1.2.18
- Hotfix for version v1.2.10
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Version 4.1.2.13
- Fixed a crash
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Version 4.1.2.12
- Hotfix for v1.2.4
- Guards no longer help in player sieges as this would result in a crash. I will look into fixing this in a future update.
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Version 4.1.2.8
- Hotfix for version e1.1.3
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Version 4.1.2.7
- Hotfix for version e1.1.2
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Version 4.1.2.6
- Fixed an issue where the clan party wages would aggregate into one value instead of multiple values in the clan gold change widget
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Version 4.1.2.5
- Hotfix for version e1.1.1
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Version 4.1.2.3
- Small fix for Xbox game pass users
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Version 4.1.2.2
- Hotfix for e1.1.0
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Version 4.1.1.9
- Hotfix for version e1.0.3
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Version 4.1.1.8
- Hotfix for version e1.0.2
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Version 4.1.1.7
- Guards should now avoid attacking quest targets
- Fixed another issue with the "save and exit" button which could reset the improved garrison settings. (Dev note: it can happen that you may have to redo your settings after this update. Basically this bug created a second save file where settings would be saved to but not loaded from)
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Version 4.1.1.6
- Fixed an issue that would prevent the recruitment to not recruit the latest row of recruits from villages
- Fixed a bug with the prisoner recruitment not following the template
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Version 4.1.1.5
- Fixed settings not saving correctly when using the "save and exit" button
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Version 4.1.1.4
- Hotfix for version v1.0.1
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Version 4.1.1.3
- Hotfix for release version v1.0.0
- Fixed the behavior of escorting Guards not sticking to the target as intended
- Fixed Guards fleeing from stronger enemies when leaving their escort target alone to the enemy (no more coward guards lol!)
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Version 4.1.1.2
- Speculative fix for the issue "OnGameOpen Exception: An item with the same key has already been added."
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Version 4.1.1.1
- Hotfix for version e1.8.1 and e1.9.0
- Fixed an issue with the food gathering module not working correctly. The food cheats should now be working again
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Version 4.1.1.0
- Enabling or disabling the map tracker for Improved Garrison parties in the Configurationmanager no longer requires the parties to be redone. The tracking changes instantly now.
- Developer note: I personally love this new tracker. It required a bunch of work to get it done but now you are able to see where all your Guard and Recruiter parties are and what they are doing. I like to see where my recruiters are going to recruit their troops and I hope you will too! :-)
- Fixed an issue where the tracker would stop working for parties after the save has been reloaded
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Version 4.1.0.15
- Fixed an issue with the description page not showing when hovering over options in the Configurationmanager
- Fixed an issue that rendered Improved Garrison parties invisible
- A banner frame tracking Guard and Recruiter parties is now shown on the map
- Added a toggle option for the tracking banner frame in the Configurationmanager
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Version 4.1.0.14
- It seems like there has been an issue with the compilation of the recruiters fix in the last version. This has been resolved now.
- Fixed a issue for the guard parties which was similar to the recruiter one
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Version 4.1.0.13
- Fixed the recruiter not working correctly
- Adjusted the SubModule.xml file to the latest changes
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Version 4.1.0.12
- Fix for the new game version e1.8.0
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Version 4.1.0.11
- Fixed a crashing issue that happend whenever a Impoved Garrison Party would engage in combat
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Version 4.1.0.10
- Fixed an issue with the save system that would reset the mods settings whenever a autosave file would be loaded
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Version 4.1.0.8
- Hotfix for version 1.7.2
- Fixed an issue that prevented the building process to be updated in the Improved Garrisons UI
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Version 4.1.0.7
- Fixed an issue with the configuration not saving properly
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Version 4.1.0.3
- Fixed an issue where the player could not create guard or recruiter parties for some time after getting a settlement in case the settlement had one of these parties out before.
- Fixed a crash that happend after inspecting a recruiter party and if the Improved Garrison UI was not active on the map
- Fixed some translation strings missing
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Version 4.1.0.2
- Fixed the configuration not resetting when loading a save and then starting an new game
- Fixed the RemoveMobileGarrison Exception some people where reporting
- The configuration no longer saves when leaving the configuration screen. Only when saving the game the config will be saved
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Version 4.1.0.1
- Fixed a bug that would prevent the garrison recruitment costs from reseting back to 0 after the daily reset
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Version 4.1.0.0
- A lot of code refactoring for party related stuff
- Developed a new save system for Improved Garrisons. Moddata is now saved per gamesave.
- Developer Note: The new save system finally solves an issue that lasted since the beginning of the mod. The mods data until now was saved per name of the character you are playing with which could result in annoying issues like: Having 2 saves with the same name would cause the mod data to be overwritten between those saves; Or if you were to decide that you want to load an older version of an existing save the mods data would be from the version of the latest save rather than the old mod data that you had whilst playing the older version of the playthrough. Issues like this should now be solved! (Happy face :-) )
- Added a option to delete unnecessary mod data to the mods configuration manager that is accessable ingame
- Added a button to the bottom of the ui to reset the mod settings of the currently selected settlement to its default
- Patrolling parties now heal up when needed by default
- Changed the ui tab "Garrison Guards" to "Guards"
- Added the current amount of settlement construction to the town/castle information in the ui
- Added the current amount of reserve to the town/castle information in the ui
- Added a new tab called "Garrison" to the Improved Garrisons UI
- Moved the Current Garrison list from the Management tab to the Garrison tab
- Added a new "Weekly Garrison Information" section to the garrison tab which shows the amount of recruited and upgraded troops and the gold costs the Improved Garrison needed the current ingame week
- Added a new "Garrison Activity" section to the Garrison tab which is a chat like list that contains the latest activities the Improved Garrison performed. This list shows activities like recruitments and upgrades with timestamps to make it more transparent when the Improved Garrison performed an acitivity
- Added a new "Town Projects" section to the Management tab which allows to manage any town or castles projects from anywhere on the map
- You can set the current project, add new projects to the queue, view the current projects queue, view the current progress and tier for each project and set the daily default project in the new "Town Projects" section.
- The add new template troops list now also contains troops that are already in the template to be able to change their value if needed
- Improved performance of the recruiter parties search algorithm. There were instances that would lead to stuttering on the map whenever to many recruiters would search for recruits.
- Added a context menu to the overview section. This menu is opened when pressing right-click on a settlement or village. It contains options to quickly create a guard or recruiter party for a settlement. If the settlement or village is under attack you can also tell any guard to defend this fief with the help of this context menu. This allows the player to defend any of his fiefs from anywhere on the map with the click of a button (which is kinda cool)
- The "Goldchange" information in the Improved Garrison UI now calculates with the workshops the player owns in the town
- Guard and Recruiter parties will no longer change there owner if they stay alive after their home settlement/castle has been taken. They now stay with their old owner and return to another garrison that is owned by them
- Fixed a bug that prevented the recruiter from working as intended when not recruiting from template
- Fixed a bug where it was not possible to remove troops from the template in the "Add troops" party setup menu
- Fixed a bug which prevented the tutorial from closing that could rarely happen
- Fixed a bug where after donating troops to a garrison adding troops to a recruiter, guard or template would give influence
- Fixed a bug that prevented users who installed the mod with vortex to get the errorlog.xml created
- Fixed the Improved Garrison Ui closing after creating a new recruiter party
- Fixed an issue with the NPC Improved Garrison creating guard parties even when the settlement is under siege
- Fixed the main settlement/castle not showing that it is under raid if one of its villages is being raided
- Implemented a possible fix for the "divided by zero" bug that some people reported
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Version 4.0.3.13
- Hotfix for Version 1.7.1
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Version 4.0.3.12
- Hotfix for version e1.7.0
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Version 4.0.3.11
- Hotfix for version e1.6.5
- Turning off vanilla recruitment in the Improved Garrison UI now also affects the new vanilla auto recruitment toggle that was introduced with e1.6.4
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Version 4.0.3.10
- Fixed an issue related to the training costs where only one unit would have to be payed by the owner whenever a stack of units would be upgraded.
- Fixed an issue related to the training costs where sometimes the owner would also have to pay for troop upgrades that didn't even happen. (thanks for all the reports)
- Renamed the 'Improved Garrison of ...' text in the clan wages section to 'Improved Garrison training of ...' to make it clear that the costs are related to the training of new troops. (Dev note: It may happen that you have costs of above 1k or even more depending on your training settings. Be aware of that. This is not a bug! But I added a new cheat for those of you who wish to counteract the training costs.)
- Added a new cheat option to change the training costs of the Improved Garrison
- When 'recruitment follows template' is enabled the culture selectio is no longer shown up on creating a new recruiter party. (Dev note: This was an inconsistency as the culture that was selected had no effect on the recruitment as long as the recruitment followed the template)
- It is now possible to attack neutral NPC guards. Note: you will start a war with the guards NPC faction if you attack the guard party
- After being held prisoner in a NPC guard party the player now has some time to walk away before the guard tries to capture the player again
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Version 4.0.3.9
- Added a new cheat which allows to adjust the maximum size of the player party
- Added a new cheat which allows to adjust the maximum size of all player clan parties
- Added a new cheat which allows to adjust the maximum size of all AI clan parties
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Version 4.0.3.8
- Reverted the change: The 'automatically create a guard party to defend villages' option is now enabled by default
- Hotfix for e1.6.3
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Version 4.0.3.7
- Changed the auto guard creation option from a dropdown to a slider to give the player more control over the auto creation size (now it is possible to auto create guards above 100 units)
- Moved & changed texts and ui elements in the recruitment section to improve relatability and consistency (thanks to Jackie Fish for making me aware about this issue)
- It is now possible to change the settlement selector by clicking on the settlement in the overview window
- The 'automatically create a guard party to defend villages' option is now enabled by default
- Fixed a bug that came with 1.6.1 which prevented the Guards wages to be calculated
- Fixed a bug that came with 1.6.1 which prevented the loyality icon to show
- Fixed a bug that came with 1.6.2 which prevented the camera movement to work on the map
- Fixed a bug that prevented the 'prisoner recruitment ignores template' toggle to work
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Version 4.0.3.6
- Updated the tutorial as it got a bit outdated given the updates that the mod got since the last time I updated the tutorial
- (e1.6.2) Fixed the error message showing that the wrong version is used even if the version was valid
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Version 4.0.3.5
- Removed a restriction that would stop the upgrade logic from working if the amount of exp the Improved Garrison gives per day is 0
- Hotfix for version e1.6.2
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Version 4.0.3.4
- Added a option to the recruitment settings which allows the prisoner recruitment to ignore the active template even when "Recruiting follows template" is enabled.
- (e1.6.1+) Fixed the settlement selector list not updating correctly after the player lost or gained a new fief
- (e1.6.1+) Fixed an issue with the Improved Garrison parties not having the player as its owner
- (e1.6.1+) Fixed the recruiter not working
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Version 4.0.3.0
- Fixed a compatibility issue with mods that changed the food consumption of parties which lead to Guards and Recruiters starving
- Fixed an issue with recruiter parties sometimes moving very slow because they are overburdened
- Fixed a bug where the maximum garrison size limit slider would stop working if the garrison is empty
- Fixed a bug with the prisoner recruitment of bandits and looters not working
- The auto creation for a recruiter party is now stopped if the training of new troops is not enabled
- In e1.6.0 a "Auto recruitment" toggle for the (very basic) vanilla game recruitment was added. If you toggle the Vanilla Recruitment in the Improved Garrison it will now use this toggle to disable the vanilla recruitment.
- Added status messages to display the user why the auto recruiter creation is not working if some spawning requirements are missing
- Added a vanilla training toggle to the training section which disables the (very basic) vanilla game training of garrison troops that downgrades and randomly upgrades units according to a set wage limit. Its highly recommended to leave this disabled (default) to not have it conflict with the Improved Garrison training
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Version 4.0.2.11
- Fixed an issue that ocurred with e1.6.0 where all Improved Garrison parties would by visible on the map with an empty frame. This frame has now been removed. (You need to return and recreate parties that still have this issue)
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Version 4.0.2.10
- Fixed a bug that that would prevent the Improved Garrison settings from loading correctly if the main hero died
- Fixed a bug with the "max upgrade tier for troops (non template)" function. It should now work as intended
- Fixed another bug in the upgrade logic where sometimes a troop that reached its template target would still get exp
- When a new training template is created it will now immediately be saved to the template manager (before it was only saved when the game was saved)
- Fixed a bug with the recruitment logic not recruiting troops when following the template on some occasions
- The garrison size calculation now also includes a active recruiter party which should prevent the garrison to overflow when recruiting with a recruiter and from villages
- Recruiting prisoners to garrison no longer costs gold
- Changed some wordings and descriptions
- When entering a owned fief the castle/settlement selection in the Improved Garrison UI will now change to the entered castle/settlement
- When entering the game the castle/settlement selection of the Improved Garrison UI is no longer empty
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Version 4.0.2.8
- Fixed a bug with the vanilla recruitment toggle not working on version e1.6.0. The vanilla recruitment can now actually be disabled
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Version 4.0.2.5
- If a castle/settlement has a active guard party and is taken over the guard party will no longer stay loyal to the previous owner. The ownership will transfer to the new owner of the castle/settlement
- Developer note: Previously the guard party of a newly taken castle/settlement would go to the nearest castle/settlement of the previous owner and merge with its garrison. This could lead to having unwanted/expected troops in other garrisons. While this happend rarely - the guards would likely be dead because they fought with the invader of the castle/settlement - this change should prevent this from happening completly
- The same above rule for guard parties also applies to recruiter parties
- Developer note: Same issue with the recruiter party. If a castle/settlement has been taken, the recruiter merges with the nearest garrison of the previous owner which would lead to unwanted troops that e.g. haven't been specified in the template. Therefore I've decided that the recruiter will also stay with the new owner
- If you setup a tier training restriction the Improved Garrison will now more aggressively enforce it. This is to counter the base game upgrades from happening. (It still doesn't affect the template!)
- Further reduced the likelyhood of the basegame randomly upgrading troops (bypassing the Improved Garrison upgrade logic)
- Developer note: This is actually bigger than you might thing. Its a solution to a long lasting issue. If the player added more ways to gain garrison exp with perks or town buildings this could lead to troops that where not specified in the Improved Garrison template. Now you should no longer worry about that and may freely add more ways to train your garrison troops outside of the Improved Garrison training itself
- The default maximum upgrade tier for NPC garrisons is now set to 3
- The default daily exp has been reduced to 20 from 35 (This will only take effect on a new save you have to manually adjust this in the config for a ongoing save)
- Fixed the garrison size value in the management section not being 0 when the garrison is empty
- Fixed a rare issue with guard parties not being assigned to its castle/settlement on game load which would result in them not functioning correctly
- Fixed some spelling errors
- Fixed the Tips text not showing on e1.5.9
- Hotfix for e1.6.0
- The latest version resulted in some difficult changes for parties which results in the need of all Improved Garrison parties to be recreated.
- Improved Garrison parties now have a empty frame visible on the map. This is a know issue that I have no fix for at the moment but decided to release the update regardless.
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Version 4.0.2.3
- Added an option to disable the vanilla recruitment to the recruitment section (e1.5.10 only)
- If the vanilla recruitment is disabled the new wage limit slider for parties will be set to 0 which disables the daily recruitment to garrison and other parties donating troops to the garrison which is not controlled by the Improved Garrison and may conflict with your training settings (It is highly recommended to keep this option disabled!)
- Fixed an issue with the recruiter party repeatedly going in and out of villages without recruiting
- Fixed a bug with the recruiter party where the recruiter party would not recruit the correct amount of recruits from a village or town
- Fixed an issue with the recruiter looping in and out of an settlement wanting to buy horses that are not there
- Fixed a rare issue where after a settlement would be donated with a guard party outside the settlement would decide to keep creating new guards because it has way to much fun doing so
- Greatly increased the time a recruiter is allowed to recruit from the same village/town again to give it more time to train its units
- Increased the time it takes before a Improved Garrison party is trading with towns
- Reduced the trade radius for Improved Garrison parties
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Version 4.0.2.2
- Hotfix for newest update e1.5.10
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Version 4.0.2.1
- Fixed a bug where the current garrison list in the management section would be empty up on starting the game
- Fixed a bug where the reworked prisoner recruitment would not follow the threshold settings
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Version 4.0.2.0
- Added a button to the Improved Garrisons UI that allows to directly open the Configurationmanager
- Added a daily wage value for the template section which shows the daily wage of the current template.
- Added a daily wage value for the management section which shows the daily wage of the current garrison party.
- Added a tips widget which shows tips about the Improved Garrison
- Renamed the UI text "Region Recruitment" to "Recruitment Settings"
- The recruitment has been overhauled. There is now a specific button in the recruitment section which enables the template recruitment
- The recruitment settings that are shown to the player now depend on wether the template recruitment is activated to only show relevant settings
- The region recruitment is now also able to follow the current training template
- The prisoner recruitment is now also able to follow the current training template
- Reworked the prisoner recruitment
- Bandit prisoners may now only be recruited if either the governor or the player has the ability to recruit bandits
- Increased the default daily prisoner conformity from 5 to 25
- Cleaned up the UI a bit
- Moved the "Recruits are recruited from villages option to the cheats section
- Fixed the prisoner conformity resetting after the game was reloaded
- Fixed a bug that would result in higher recruitment costs
- Fixed a bug that prevented to recruit from the garrisons settlement itself
- Fixed a compatibility issue with the mod "Noble Titles"
- Fixed the constant update flash of the current garrison troops in the management section
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Version 4.0.1.15
- Fixed the food gathering cheat not working correctly
- Fixed the Guard behavior setting "return percentage" not being saved correctly
- Fixed a UI issue related to translations where long sentences would not break and instead overflow out of its section
- Fixed another UI issue where the culture text would overlap
- Fixed an issue where the party icon (that indicates for each settlement how many parties are in the settlement) would not be removed whenever a Improved Garrison party would join the garrison. This has lead to icons stacking up.
- It is no longer possible to set the recruiter recruitment amount below 1
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Version 4.0.1.14
- Fixed a bug where the wrong Improved Garrisons configuration and garrison settings would be loaded up on cross loading from different saves
- Fixed a bug where the mod could not save its settings if the players name has some unordinary symbols like |:?/\
- Fixed a bug where after creating a new campaign the settings would only be correctly saved up on restarting the game
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Version 4.0.1.13
- Fixed an issue where NPC guards would turn neutral after loading the game
- Fixed an issue which would allow the player to control the guards of an enemy settlement after taking it
- Fixed an issue with the auto recruitment when using a troop change mod
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Version 4.0.1.12
- Reworked the Recruiter recruitment behvior. Recruiters should now recruit precisely the amount of troops they are told to recruit
- Reworked the auto template recruitment feature. Now also way more efficient and accurate
- Fixed the amount number of recruited troops the recruiter has recruited in the IG Menu reseting after reloading the game
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Version 4.0.1.10
- Fixed a error report happening on 1.5.9 when trying to start a sandbox campaign
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Version 4.0.1.9
- Added a tutorial button to the Improved Garrisons Menu
- Fixed transfer parties starving when walking for long distances
- Fixed a bug with the upgrade logic (nothing serious but it would sometimes throw an error message about the giveGarrisonExp method)
- Removed the "Automatically gather template units" setting from the recruitment menu (this setting was a duplicate to the training setting. They both have the exact same function but the duplication was confusing)
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Version 4.0.1.8
- Fixed guard parties showing as neutral
- Fixed a crash happening on 1.5.9 when activating NPC Guards
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Version 4.0.1.7
- Fixed an issue related to the sandbox mode which threw an OnFinished Exception when exiting the config manager
- Fixed an issue related to the sandbox mode where the Improved Garrisons Menu would not show up when enterin a city/castle
- Fixed an issue where the mod would not be initialized correctly when loading a saved game
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Version 4.0.1.6
- Fixed a crash happening with the new sandbox mode
- Fixed some translations
- Fixed a bug that was introduced in 4.0.1.0 with the upgrade logic trying to upgrade to many units
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Version 4.0.1.2
- Fixed a bug where the IG Menu was showing even if the player has no fief
- Disabled the "please select a garrison" message
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Version 4.0.1.0
- Improved the guard replenishment feature (now works smoother after a restart of the save)
- Improved the Upgrade Logic (now capable of split upgrading to multiple paths)
- Added a return threshold setting to guards. With this setting you are able to control when the guards will return. (Until now guards even kept patroling when their party size was very small. This setting will counteract the amount of low size guards running around even for NPC guards)
- Renamed the name of guard parties from Garrisonguards to Guards
- Added a setting to allow the Improved Garrison to auto defend nearby villages
- With this setting enabled the IG will automatically try to create a guard party out of the current garrisoned units to defend a attacked village
- Added the setting to automatically create a Guard for each garrison
- Added a partysize setting which determines the size of the auto created Guard party
- Added a threshold setting for when a Guard party should be created
- Added a NPC guard spawn threshold to the Configuration Manager which allows to customize the threshold at which NPC guard parties are spawned
- Added a NPC guard size multiplier to the Configuration Manager which allows to customize the size at which NPC guards are created
- Fixed the copy feature not working on some occasions
- Fixed a crash that was happening on some game saves after loading the save
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Version 4.0.0.9
- Fixed missing translation
- Fixed an issue in the translation preventing the translation file to work
- Disabled the region recruitment by default
- Disabled the garrison training by default
- The auto creation of a recruiter now also works if the castle/town is rebelling
- Fixed a bug where guards would lose more units after a fight than they should (Basically if a upgrade would happen after a fight and the troop upgraded is disallowed for guards the unit would be removed and not downgraded. Now its being downgraded.)
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Version 4.0.0.8
- There were still issues with the saving of the Improved Garrisons settings. I finally found the culprit. This version includes a fix.
- Fixed a bug where a fief would still be shown in the Improved Garrisons Menu even after losing it
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Version 4.0.0.4
- Fixed a error report happening when saving in a town or settlement and then loading into the game
- Fixed a error report happening when gifting fiefs
- Finally found a fix with guards not joining sieges! (this was painful)
- Fixed an issue with guards having a speed of 1.0 because of being overburdened
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Version 4.0.0.3
- Hotfix again for the guard occupying party slot issue
- This issue is a bit tricky. It's basically due to internal game changes that make much more sense in version 1.5.8 but cause issues in 1.5.7.
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Version 4.0.0.1
- Fixed an issue with guards on 1.5.7 occupying a clan party slot (IMPORTANT: Return your guards and create them again for this to take effect! Also if you are using NPC Guards deselect the feature and wait for the NPC Guards to return. Then reenable the feature again)
- Fixed an issue with the auto gathering of template units button resulting in a crash
- Fixed an issue where the rounded notification circles on the map could not be removed
- Fixed an issue with the garrison managment section not updating the current garrison troops list
- Fixed an issue with the garrison transfer falsely thinking the garrison would be empty
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Version 4.0.0.0
- Replaced the old Improved Garrisons Menu (IGM) with a completly new design (the old menu will be no longer supported)
- Added a overview section to the IGM
- In the overview section all your fiefs are listed. You get quick information about them and see their current attack status (peaceful, hostile raid, under raid and raided)
- The overview section warns you about enemy attacks
- Redesigned the recruitment section. Now with new recruiter information and more structure
- Redesigned the training section. The currently applied template is now shown on first sight in a compact list format
- You can interact with the template list to quickly change the amount of remove troops
- Redesigned the guards section. Now with up to date information about your guard, quick access to your orders and behavior settings
- Redesigned the management section. Now lists all important information about your current castle/settlement and shows a compact list about all troops currently in the garrison
- You may now use the new IGM everywhere on the map
- New Tutorial! Completly redesigned and adapted to the new UI
- Disabled the hidout clear feature setting until its working again
- The food gathering cheat is now applied globally for each garrison
- The food gathering cheat is no longer activated in the Improved Garrison Menu and may now be activated with the Config Manager
- Removed the default enable food bonus option from the Improved Garrison Menu
- The guard and recruiter parties now get more food
- The Template Manager now includes the option to save the currently applied training template instead of having the option separated
- Is anyone even reading this? (Write a comment if you do! :D)
- Fixed a starvation issue happening with guard parties above the size of 400
- Fixed an issue with the recruiter and transfer parties missing their home after reloading the game
- Fixed an issue with the recruiter, garrison, transfer and recruit parties having a speed of 1.0
- Fixed a bug with the NPC Guards showing as neutral parties (IMPORTANT! If you were using this feature before this update you have to unselect this feature wait a couple of ingame days for each npc guard to return and reenable the feature)
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Version 3.7.1.5
- Fixed an issue which falsely resulted in the Improved Garrison thinking that there is no active Guard even if there is one
- Fixed an issue which would lead the guards to gain militia units
- Fixed the spawning issue the latest 1.5.8 mod version had
- Fixed the guards wanting to attack the player after changing from escort to patrol
- Fixed a crash happening when leaving and saving the game inside the improved garrisons menu
- Included some compatibility patches to make the template feature more compatible with troop add/changer mods
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Version 3.7.1.2
- Hotfix for version 1.5.8
- There currently is a bug with the spawn system (seems to be with the base game). Transfer and recruiter parties now spawn directly in the garrison instead of walking to the destination
-
Version 3.7.1.1
- Fixed garrison costs only applying to the player and not the AI (just an overlook of the last version from me debugging)
- Made the 3.7.1 update also compatible for the current main version of the game (1.5.6)
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Version 3.7.1.0
- Fixed an issue with the Improved Garrison AI still auto creating guards after the player aquired a previously AI held settlement or castle
- Finally fixed the Config-Manager! It should now open as usual again on version 1.5.7+
- Fixed the Template Manager Icons
- Fixed a bug with the recruiter indefinitely returning and spawning
- Changed some feature descriptions to make it more clear what they are doing
- Removed the threshold setting from the recruiter behavior menu. (This is no longer relevant because the auto recruitment now uses the template and no longer a threshold)
- If you still want to modify the amount the recruiter recruits, you may change the amount with the "set the amount to recruit" option (Note: The recruiter will not recruit above the garrison size limit)
- Added a information ribbon manager to each garrison
- A ribbon is shown on the right side of the screen when accessing the Improved Garrison menu to give further information
- Currently only the recruiter & guard status is supported by the ribbon manager
- I hope this makes it more clear why the recruiter sometimes seems todo "nothing" (because he is waiting for new units to spawn)
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Version 3.7.0.9
- Many fixes for the latest update 1.5.7
- With the latest update all guards will have an empty blazon on the map. Make sure to recreate your guards this should fix this.
- The Garrison options screen is not working with version 1.5.7. I don't have a solution for this atm. Therefore it is disabled until further updates
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Version 3.7.0.8
- Fixed a chat message appearing when NPC guards are selling items
- Fixed a error message on party engangement after a new campaign has been started
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Version 3.7.0.7
- The attack prevention is now more aggressive if the guards try to attack a party it shouldn't attack (e.g. caravans or villagers)
- Fixed the size of the recruits from nearby villages. With the latest 1.5.5 update they also spawned with a party template.
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Version 3.7.0.6
- Fixed a dupping bug that was somehow introduced with the latest game version of 1.5.5. This bug created guards with a party template of troops "out of the world"
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Version 3.7.0.5
- +Added a version check at startup which equals the game version that is used with the game version the mod was made for and throws a warning if they don't match
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Version 3.7.0.4
- Hotfix for latest update
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Version 3.7.0.2
- +Added the option to manage your Improved Garrisons from any neutral or allied settlement/castle
- Fixed a crash on starting a custom battle
-
Version 3.7.0.1
- Fixed a crash happening on creating a new campaign
- Fixed a crash happening on creating a custom battle
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Version 3.7.0.0
- Added the option to select the Garrison(s) you want to copy settings to
- Guards now help allied neighbour regions if they are attacked
- Improved the savefile system of Improved Garrisons
- The Improved Garrison Config is no longer global. It is now separated between each save (Note: The name of your character counts as a save)
- Also make sure to do your configuration again if you modified it before as everything has been reset!
- NPC Factions are now able to create guard parties that defend their property
- Make sure to enable this in the Configuration menu (ALT + G) if you would like to use this feature
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Version 3.6.2.1
- Reenabled guards joining a player siege. It may look weird but its the best thing I can do right now
- Fixed guards only moving in front of a settlement/castle/village instead of patroling the region
- Added a option for guards to not recruit prisoners. No more peasants or looters that fill up your guard parties!
- Added a option to disable the troop upgrade feature for guards. (Use this if you don't want your guards to upgrade its troops!)
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Version 3.6.2.0
- Optimized the upgrade logic
- Fixed recruit from "any faction" not working for the recruiter
- If you set the "gather necessary template troops" option for the recruiter. The recruiter will now ONLY gather necessary troops for the template
- A detailed recruiter status is now displayed in the recruitment menu description
- A detailed guard status is now displayed in the guard menu description
-
Version 3.6.1.9
- Quickfix for 1.5.4 & 1.5.3
-
Version 3.6.1.8
- Quickfix for 1.5.4
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Version 3.6.1.7
- Update for the newest versions
-
Version 3.6.1.5
- Fixed a bug that made Garrison Guards count as clan parties
- Make sure to install the new version, go into your save file which has this bug. Save and reload. It should be fixed now
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Version 3.6.1.4
- Fixed nearby guards not helping when joining an ongoing fight
- Fixed numbers not showing on the garrison menu description
- Recruiter parties from settlement or castles that are no longer in their owners ownership now return to another fief of the owner
- A auto created recruiter will now return after it gathered 50 new recruits
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Version 3.6.1.3
- Fixed a crash happening after inspecting a recruiter party
- Fixed a error spam happening after some battles
-
Version 3.6.1.2
- Added a new feature which enables the Improved Garrison to automatically gather all needed troops for the current training template. This includes units from other cultures and elites
- Developer Note: I'm incredible exited for this feature. This makes it much more convenient to train troops in your garrison. Just setup the troops you want and everything else is taken care of
- Renamed "automatically establish a new Recruiter" to "Gather necessary Troops with a Recruiter"
- Moved the auto recruiter feature to the training menu
- Extended the auto recruiter feature with the above features
- Changed description texts to match with the new feature
- Changed tutorial texts to match with the new feature
- Added a new tutorial for the training menu
- Fixed Recruiters trying to recruit from destroyed villages and getting stuck there
- Fixed recruits from villages not moving to the castle or settlement
- Fixed a crash happening when inspecting guards
-
Version 3.6.1.1
- Quickfix for new version 1.5.0
- Guards are now able to join siege battles again
-
Version 3.6.1.0
- Added the option to disable the mods debug feature (not recommended! You won't be notified about error's thrown by this mod anymore)
- Added a delete all Improved Garrison Parties mode to the config file and the config menu
- Added a description text for establishing a new recruiter
- (1.4.3+) Guards are now able to join the player on field battles again
- The training template feature is now using the party management screen for easier management
- Changed the menu text "Set Training Paths" to "Manage current training template"
- Changed the menu text "upgrade targets" to "training targets"
- The compose your army menu option has been removed
- Improved the error log feature. Error logs should now be more detailed if possible
- Fixed an issue releated to the garrison wages cheat feature
- Fixed an issue related to the GetAllClanParties function
-
Version 3.6.0.5
- Fixed guards sometimes not being correctly removed after destruction
- Fixed an issue where the wrong guards have been removed after a town or castle owner changed
- Fixed an issue on daily cost tick
- Fixed an error report when pressing the Improved Garrison button which resulted in the mod not working correctly
- Fixed an error in the recruit retrieve function of the recruiter which would leave to a error report
-
Version 3.6.0.4
- You are now able to create a new guard party if the current guard party is in a home town / castle without needing to return it first
- Fixed a visual issue where the menu description would falsely show that there is no guard party active
- (1.4.3+) Guard parties joining a player siege while in support mode has been disabled (TaleWorlds made the responsible method no longer accessible)
- (1.4.3+) Guard parties may still destroy hideouts but the battle is very much favored towards the guards because TaleWorlds made the responsible method no longer accessible
- (1.4.3+) Guard parties now have to stand right next to the supported target in order to join a map battle because TaleWorlds made the responsible method no longer accessible
-
Version 3.6.0.3
- Added a failsafe to the party management prompt which should prevent a reported crash that I could not replicate but mabye it works
- Fixed a bug that may happen on the settings retrievement of a town
- Added the behavior menu options to the translation
- You are now able to create a new guard party if the current guard party is in a home town / castle without needing to return it first
- Fixed a visual issue where the menu description would falsely show that there is no guard party active
- Guard parties joining a player siege while in support mode has been disabled (TaleWorlds made the responsible method no longer accessible)
- Guard parties may still destroy hideouts but the battle is very much favored towards the guards because TaleWorlds made the responsible method no longer accessible
- Guard parties now have to stand right next to the supported target in order to join a map battle because TaleWorlds made the responsible method no longer accessible
-
Version 3.6.0.2
- The garrison settings are now correctly retrieved when the fief belongs to a fellow clan member
- Fixed error being shown when the culture of the recruiter is changed without an active recruiter
- Added a text message to confirm the change of a culture
- Fixed the recruiter return behavior not working
- Added a message if there is no active recruiter party
- Fixed an issue with the automated recruiter spawn where the recruiter party would instantly return
- Fixed an issue where after loading to another save from inside a save the values of all Improved Garrison parties where brought with to the new file (this issue came from the reorganization of code)
- Recruiters are no longer returning when no more troops are found but are now moving around the map until more valid units have been generated
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Version 3.6.0.0
- Introduction of Recruits
- Each Garrison can now have a Recruit party
- Recruiter parties are used to recruit troops from outside the garrisons region
- Recruiter parties can be told to recruit troops from a specified culture
- Recruiter parties can be automatically created if a specified threshold has not been reached
- Recruiter parties are able to buy horses to gain additional movement speed
- Recruiter parties can be told to only recruit elite troops
- A lot of code refactoring and reorganizing. This may result in new bugs but will definitly be worth it in the long run
- The guard orders menu has been renamed
- The guard establishment moved to the guard menu
- The recruitment menu now has the option to establish a recruiter
- The recruitment menu now has a sub menu called recruiter behavior menu
- The recruitment menu now has a sub menu called garrison recruitment behavior menu
- Some recruitment menu options have been moved to this menu
- Fixed some issues in the cost model. Some costs where not applied and some didn't show up. This has been fixed
- The money made when guards sell items is now correctly applied to the owner
- The sold guard items are now correctly put into the trading stash of the town
- The guards no longer buy warhorses. They are to expansive and not worth it
- The calculation of horses to buy for garrison parties is now working correctly
-
Version 3.5.3.2
- The guards patrol radius is now calculated with the maximum village distance from the home castle/town in mind
- Guards from castles are now also able to buy and sell. They will find and travel to the nearest town to trade
- Guards from towns now also go to other nearby towns for trading
- If the Guards bought horses from a town this didn't cost money. This has been fixed.
- Fixed an issue where the settings from a garrison where reset when its ownership has been transfered to another clan member
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Version 3.5.3.1
- Fixed guards trying to heal even if there werde no wounded troops
- Fixed guards trying to trade with castles which obviously doesn't work. This made them stuck in the castle
- Guards from castles are not able to use the trade feature at the moment
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Version 3.5.3.0
- Guards are now able to find and destroy hideouts
- Guards now sell found loot
- Guards are now able to buy horses to increase their movement speed
- Inceased the vision range of the guards a bit
- Improved the guard chase behavior. They now won't chase to long if they can't reach a target
- You are now able to change the behavior of the guards even if there currently is no active guard party
- Changed some ingame colors
- The Improved Garrison settings are now additionally saved when leaving the town as well as when the game is saved
- Fixed a error on trading a fief with one of your family members
- Fixed a error related to the prisoner recruit logic
- Fixed a compatibility error related to troop changer mods
- Improved error log
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Version 3.5.2.0
- Added a "spawn noble troops in the garrisons" cheat option to the config menu
- Moved food gathering module to cheats
- Added option to disable garrisons needing food in the cheat options
- The guards now sell their prisoners after returning instead of letting them free
- You can now send multiple transfer parties to one garrison but only one party from one garrison
- Fixed the npc max tier setting in the config menu not working correctly
- Fixed empty transfer parties moving to the target if no troops were added or the process was canceled
- Fixed description texts in the config menu going out of the screen
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Version 3.5.1.1
- Fixed a error on new campaign start
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Version 3.5.1.0
- Added a template system which allows the player to store his training setups
- The templates are shared across all garrisons and game saves
- The templates store the upgrade paths and the amount of units for each upgrade paths
- The templates can be named
- Added a new menu entry to the training option menu called Templates
- Added a option to set the percentage the guards have to reach in order to replenish to the configuration menu
- Added a option to set the percentage the guards have to reach in order to heal to the configuration menu
- Added a option to disable the error debug message showing to the config.xml
- Added a defense message. The guards now tell the player if they are definding a fief and/or need help doing so
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Version 3.5.0.2
- Fixed submodule.xml duplicate which prevented the installation with vortex
- Fixed a crash happening if the player tried to upgrade a unit on the establish a guard party screen
- Fixed a crash happening when the replenish mode was active and the guards related garrison was empty
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Version 3.5.0.1
- Fixed recruitment costs not applying
- Fixed tutorial text on first popup not showing
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Version 3.5.0.0
- Added a ingame tutorial guide for the mod
- Added a guide to each garrison option menu
- Added a option to disable the daily message to the config menu
- Changed many menu symbols
- Fixed some missing translations
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Version 3.4.0.0
- Added a dialog option to the guards which enables the player to transfer (fortify) them directly into a garrison
- Added a inspect dialog option to the guards which enables the player to transfer troops to the guards
- The troop selection for transfer and guard parties now uses the party management menu
- Added a infotext when transferparties reach there location
- Lowered the default daily exp amount to 35XP
- Guards are now able to sell captured prisoners
- Guards are now able to replenish there troops. They will pick up troops from the garrison if they reach half there initial party size and the garrison has at least a quarter of troops for the guards to pick up
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Version 3.3.0.1
- Changed the "escort" text to support
- Fixed some translation related issues
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Version 3.3.0.0
- Added a ingame configuration menu accessible by pressing ALT + G
- Fixed a translation issue with {info_train_path_add1}
- Fixed a rare error message shown which happenend to some people after each training cycle. Still unknow how this happend but should be fixed now.
-
Version 3.2.0.2
- Fixed a translation duplication with the new amount selection feature
- Fixed minAmountPerVillage being ignored by the recruitment logic
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Version 3.2.0.1
- Fixed the recruitment string showing "no" even if the world recruitment is turned on
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Version 3.2.0.0
- Added the ability to select the amount of each upgrade target you want to train your Improved Garrison. With this you can compose your army as you want!
- Added a remove all button to the list of current specified targets in the upgrade target selection
- Added a select all button to the list of all targets in the upgrade target selection
- Added a select all button to the list of clans in the upgrade target selection
- You can now select multiple clans in the clans selection of the upgrade target selection
- You can now select multiple troop types in the type selection of the upgrade target selection
- The garrison troop selection is now ordered by the amount of troops
- Removed militia units from the upgrade target selection list
- Garrison Guards now chase only for a set amount of time
- Garrison Guards now go further back into there region once they hit the patrol barrier.
- Changed the color for disable and remove messages
- Fixed the guard return message showing more than once
- Added the ability to only recruit elite units
- Added yes to the translation
- Added no to the translation
- Removed the module_strings.xml file and changed back to hardcoded texts. I made this decision because there were to many problems with the GameTextManager. This fixes the Text Id error message.
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Version 3.1.0.9
- Improved the garrison guard fallback method. Guard that are "lost" are now captured by this method and returned to their home settlement
- After updating from previous version guards now don't have to return to their garrison
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Version 3.1.0.8
- in 3.1.0.7 i managed to implement a bug which would not allow the garrison settings to be saved.. Fixed with this version.
-
Version 3.1.0.7
- Fixed a bug report when changed from an older mod version to a newer mod version while guard parties were out
- Fixed a crash happening when trying to establish a guard or transfer party when the garrison was empty
- Fixed being able to add the same unit twice to the upgrade target list if it is a hybrid unit
- The config is now generated right after opening the game. Before it was generated after opening a save game
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Version 3.1.0.6
- Fixed a crash happening when pressing "okay" on the change to another garrison window
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Version 3.1.0.5
- Fixed a string message error on the training menu
- Prisoners no longer recruit above the garrison size even with RecruitAboveThreshold enabled
- Fixed the above prisoner recruitment above threshold text showing disabled when the player enabled it
- Added a counter information on the training menu for the amount of upgrade targets that are currently set
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Version 3.1.0.4
- Fixed a bug where after using the copy function, the copied towns or castles where "linked" together
- It is no longer possible to create 0 size guards parties
- Garrison Guards were a bit to much aggressiv. They commited suicide to an unhealthy amount. Tuned down their aggressivity a bit
- Garrison Guards with the return order that are already in the settlement now correctly return to the garrison
-
Version 3.1.0.3
- Fixed a bug that prevented the player to be unable to remove some "hybrid" units from the upgrade target selection
-
Version 3.1.0.2
- Fixed Settlements not being removed from the global menu if the owner changed
- Fixed a daily error report shown when the game was not saved and reloaded after the new update had been installed
- Changed boolean texts from "true" "false" to "Yes" "No"
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Version 3.1.0.1
- Fixed a error on daily tick
- Fixed a error when turned on npc recruitment
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Version 3.1.0
- Enhanced Garrison Guards AI.
- Garrison Guards now are more aggressiv
- Garrison Guards now think about the best surrounding target to engage. This is choosen by the enemy targets size, strength and movement speed.
- Garrison Guards now have a patrol boundary around their homesettlement. If they are patroling they now don't get to far away from the patrol region.
- Guarrison Guards not stop chasing enemys to eternity.
- Added a method which checks if the guards are stuck. If they are stuck for more then a day they are ported back to their hometown.
- Overhauled the Improved Garrison upgrade logic.
- You are now able to specify exactly which units you want the Improved Garrison to upgrade to.
- Fixed a crash happening when guards where escorting the player and the player tried to sneak into a castle but got captivated
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Version 3.0.5.0
- Added option to copy all your settings to all your castles or towns
- Fixed a bug which prevented upgrade paths to be set with the global settings menu
- Fixed a bug where guards would have 0 strength and run even from looters when the game was loaded and the guards already existed
- Fixed a bug where guards would take prisoners over their limit
- The Troop Selection Window now shows the amount of units you have in the garrison
- Fixed a bug where guards would not return if they were already in the settlement
- Added a daily information message that gives information about the work of the improved garrisons for the day
- Changed the directory of the config.xml file
- Changed the directory for the mod save files
- Fixed some translation issues
- The translation template now has to be downloaded seperatly
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Version 3.0.4.1
- Fixed a food text link not working correctly because there was a typo in the language file
- Fixed garrison guard text link not working
- Fixed garrison transfer party text link not working
- Fixed a prisoner recruitment bug with the new recruit above threshold feature
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Version 3.0.4
- Tweaked guards behavior on escort. They will now support you no mather what and not flee
- Tweaked guards behavior on escort. They will now try to rescue the escort target if it has been captivated
- Guards on escort will no longer disappear if the target has been captured
- Guards on escort will now return to their home garrison if the target has been killed
- Fixed guards not helping on sieging a castle or settlement
- Added information about the current guard party to the garrison options menu
- Added the ability to recruit prisoners above the recruitment threshold
- Added full translation support over the included xml files
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Version 3.0.3
- Added many crash prevention methods. More bugs should now be reportet to the ErrorLog instead of crashing the game.
- Added a "cleanup" method for guard parties getting lost (even though this should not be possible to happen).. but just in case
- Fixed being able to create a transfer or guard party while the settlement was under siege
- Fixed a crash happening when a guard party had a target and a settlement siege happend at the same time
- Tweaked guards ai: They will chase the target that recently attacked a settlement
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Version 3.0.2
- Fixed a bug where the players name was renamed to Garrisonguard-Leader after a guard party was destroyed
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Version 3.0.1
- Fixed a exception happening when a player gifted a settlement with active guards
- Fixed guards disappearing after a player gifted a settlement with active guards
- Fixed some settlements and castles showing up from another save file
- Added player Information when a guard or transferparty is destroyed
- Fixed a bug where garrison wages would carry over when loading another save file
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Version 3.0.0
- Added the ability to establish Garrisonguard partys
- Garrisonguard partys have different order modes you can assign them Patrol and Escort
- Garrisonguard partys on patrol are running around the region the garrison is part of and patrols each village
- Garrisonguard partys on patrol are defending villages against attacks
- Garrisonguard partys on patrol are attacking bandits, enemy partys and looters walking around your region
- Garrisonguard partys on escort are moving with the escort party and defend it against attacks
- Garrisonguard partys on escort are helping the escort party attacking its target
- Garrisonguard partys have a different movement speed depending on there size. Pick wisely!
- Garrisonguard partys take prisoners and recruit them over time.
- Added the ability to enable the custom party speed model to adjust the guard party speed. Be aware for compatibility issues with similar mods.
- Added the ability to enable a custom party size model to adjust size of the garrison and the guards. Be aware for compatibility issues with similar mods. Mandatory for a good experience.
- Added a guards wage mutliplier. You can lower or disable the costs for guards.
- Added new menu options for garrison management
- Added new menu options for orders
- Fixed units teleporting to an already existing transferparty when creating a new one to the same location
-
Version 2.1.0
- Added the ability to transfer garrison units to another garrison.
- Added a garrison wage multiplier. You can now lower or disable the costs for garrisons.
- Added default garrison settings to the config.xml file. Change the default settings for new garrisons!
- Added a custom GarrisonSize option to the config.xml. Change the size of your garrison to your liking!
- Added a new error-log system. Error are not reported fully and copyable to Moduledata/ErrorLog.xml
- Many background code optimizations
- Fixed prisoners not recruiting when the garrison is empty
- The current settlement is no longer shown when selecting another over the global garrison menu
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Version 2.0.9
- Added a new save file system. From now on you can safely disable and enable the mod.
- Fixed a crash happening when saving the game in a castle while having the garrison options menu open
- Fixed a crash happening when trying to access the global garrisons menu on a castle
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Version 2.0.8
- Fixed a crash happening when accessing settlements
- Added images for troops in the training windows
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Version 2.0.7
- Added option to select upgrade paths for your troops
- Added descriptions to the config.xml
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Version 2.0.6
- Fixed a bug where talking with garrison recruits would allow you to kill them
- Garrison recruits should now try even harder to get to their home settlement
- Text variables are now correctly updated when changing the tier settings
- Fixed Garrison recruits counting as a clan party
- Added option to change the settings of any garrison from any garrison
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Version 2.0.5
- Heavily improved the garrison upgrade calculation
-
Version 2.0.4
- Fixed a nullpointer error showing on some game starts
- Fixed a crash sometimes happening when talking to someone without active party
- Fixed prisoners not recruiting when world recruitment was turned off
- Improved prisoners recruitment logic. It is now faster to recruit prisoners
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Version 2.0.3
- Fixed Prisoner debugging text showing
- Fixed a nullpointer exception showing when a garrison was empty
- Fixed max training tier text not showing
-
Version 2.0.2
- Fixed Food Menu showing when the module is disabled
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Version 2.0.1
- Fixed menus not applying when loading the mod to a ongoing campaign
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Version 2.0.0
- You can tweak the basic settings as you like in the config.xml if you don't like the default values
- Added a new ingame menu to each garrison
- No more reopening of the game to set settings
- Set your prefered settings independently for each garrison
- Recruits are now gathered from nearby villages
- You can now see the recruits walking to your garrison
- Each setting can now be independently turned on or off for the AI
- Edit the config.xml to further adjust values to your liking. (more settings will be coming in the feature)
- Added many new options to config.xml
-
Version 1.2.4
- Fixed recruitment and upgrade costs not working
- Fixed bug I somehow implemented last version where the recruitment couldn't reach the threshold
- Fixed a bug where prisoners disappeared without beeing recruited when the threshold was reached
- Reduced the standard threshold to 150!! Be aware that having multiple armies of that size is and should be costly!
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Version 1.2.3
- Added the ability to enable/disable food bonus. If you disable the food bonus, other mods which are calculation the food should work now.
- food bonus now applies to only player garrisons if the OnlyPlayerGarrisons setting is turned on
- fixed a bug where the recruitment logic tried to add recruits above the threshold. This was showing an error on the daily tick
- fixed a bug where the recruitment logic tried to recruit prisoners above the threshold
-
Version 1.2.1
- Fixed Version not showing correctly
-
Version 1.2.0
- Added the ability to automatically recruit prisoners in garrison.
- Each prisoner has a set amount of conformity. You get conformity for each prisoner daily. Once their threshold is reached, they are recruited
- Added a garrison food bonus that is adjustable in the mod options. Maintaining food in castles and towns should be easiern now.
- Fixed upgrades and recruitments working while the settlement is under siege.
-
Version 1.0.0
- Added daily recruitment feature for garrisons
- Added daily training feature for troops in garrisons
- Added automatic upgrade of troops in garrisons that have enough exp
- Added the ability to change mod values through the config.xml file
-


Improved Garrisons is a Mount & Blade Bannerlord mod which aims to improve the management of your
castles and settlements. With this mod a Improved Garrison will be added to each of your fiefs which allows
the usage of new advanced and highly customizable features such as recruitment, garrison training and guard parties with
a custom AI to defend your properties. Some of the main principles of the mod are compatibility, convienience and
delivering a balanced experience to your bannerlord playthrough.

Standalone UI
- Configurate each Castle or Settlement individually
- Activate & Deactivate the mod as you wish. Ongoing campaign or new one doesn't matter!
- Manage your Improved Garrisons from everywhere on the map
- A compact overview of each of your fiefs. You have an overlook about which of your settlements, castles or villages are under attack, are destroyed or are in peace
Recruitment
- Recruit new troops automatically from nearby villages to your garrison
- Recruit prisoners automatically overtime
- Set a threshold to which the mod will recruit new troops. If the threshold is reached (like 100 default) no more units will be recruited to the garrision
- Create Recruiter parties
- Recruiters recruit troops from outside of the garrisons region (the fief and it's villages)
- Recruiters can be told to recruit troops of a specific culture
- Tell the recruiters how many troops to recruit
- Tell the recruiters to only recruit elite troops and they will collect your battanian archers for you!
Training
- Train garrisoned troops automatically
- Use a Template Manager to customize and apply your very own training template
- The Improved Garrison will automatically upgrade troops according to your training template
- Training templates are synchronized across all your saves
- Compose & train your next army as you wish in your garrisons
- Templates may be unique for each garrison. Use one to train an Empire army and another to train your Khuzait Bow Riders
- The Improved Garrison will automatically recruit all needed troops for your training template. Just select the type and number of units you want and wait for the recruitment and training to be finished
Custom AI
- Establish Guard parties out of your garrison troops
- Guard parties can be given different orders
- Guard parties defend your villages, castles and settlements
- You can order Guard parties to follow you into war. They help you siege and in your field battles
- Order Guard parties to defend clan parties like caravans or other companions parties
- Guard parties capture prisoners for you and even sell them
- Guard parties are self-sufficient. They refill with new troops from the garrison if you wish and heal themselves if wounded
- Guard parties buy horses from towns if you wish to gain additional movement speed
- Guard parties acquire loot from killed parties and sell it
- Guard parties are smart. They use their own special AI which thinks about stuff like "I should defend XY village", "I shouldn't attack XY party it is to fast or to strong", "I should go back to a settlement and heal my units", and much more!
Management
- View important stats for each of your fiefs like food stocks, gold income and prosperity
- View the garrison of each of your fiefs from anywhere on the map
- Transfer Garrison units from one Garrison to another
- Manage your town projects like adding/removing projects from anywhere on the map
- View your town projects progress and easily boost them by adding reserve
- View every upgrade and recruitment of your garrison in a activity log
Additional Features
- Set the mod values as you wish with an in game configuration menu
- Adjust many base game Garrison related settings
- Turn this mod for AI on/off (turn it on if you want a challenge. Try it!)
- Enable cheats related to your garrison like Garrison's don’t need food or disable the garrison costs
- And probably much more I forgot to mention or included in a new update (I don't always update this list)

Installation
(You can savely install & update this mod even with an ongoing campaign)
- Download the mod manually from this website on the right hand corner
- Extract the file
- Copy and paste the downloaded folder ImprovedGarrisons to [your_steamAppsfolder]/common/Mount & Blade II Bannerlord/Modules
- Now go into the pasted ImprovedGarrisons folder ImprovedGarrisons/bin/Win64_Shipping_Client and right click the file ImprovedGarrisons.dll. Check at the bottom of the opened window if you find a tick-box called "Unblock". Tick the box and press ok. If you don't have this option you are already good to go.
- Start the the game from Steam
- In the Launcher find and press Mods
- Find Improved Garrisons and activate it
- Enjoy!
Deinstallation
(You can savely deinstall the mod even with an ongoing campaign)
- Activate the "delete all Improved Garrisons Parties" option ingame in the configuration menu of Improved Garrisons
- Save & quit the game
- Deselect the Improved Garrisons mod in the M&B Launcher

With the current implementation of mods in Mount and Blade Bannerlord it is CRUCIAL to regularly update to the latest mod version!
- GoTo your_steamAppsfolder/common/Mount & Blade II Bannerlord/Modules
- Find and Delete the old ImprovedGarrisons Folder
- Extract the new mod version to the Modules folder
- Start the the game from Steam
- In the Launcher find and press Mods
- Find Improved Garrisons and make sure its activated
- Enjoy!

This mod is multiple times proven to work for an ongoing campaign and to not corrupt the savefile after deactivation. But your game might crash if you are also using another mod with similar functionality.
This mod is a standalone mod there are no requirements needed!
If you have compatiblility issues
1. Use the Compatibility options provided by this mod
> Go to the config.xml file of this mod (see the Mod Configuration section above)
> You have two posibilities to try either
> Set <LoadCustomPartySizeModel> to true (prefered) OR set <LoadCustomPartySpeedModel> to true
> Try to start your mod setup with either set to true if it crashes try the other
> If it crashes anyways you could set both to false and Improved Garrisons would still work BUT your transferparties and your guard parties will move very slow!
2.Change the load order
> Put Improved Garrisons at the bottom
3. Use other mods that enhance mod support
> Fixed Launcher
> Bannerlord Mod Launcher
If you have crashes
Most of the time one of the following reasons is the cause of a crash.
1. The dll file of Improved Garrisons has been automatically blocked by Windows. To unblock Right click on ImprovedGarrisons.dll found under Modules/ImprovedGarrisons\bin\Win64_Shipping_Client_\ImprovedGarrisons.dll and select Properties. In the popup window, check the unblock checkbox at the bottom of the General tab. (If it is there)

2. The mod threw an error. If so you can find this error under ImprovedGarrisons/ModuleData/ErrorLog.xml. Please consider making a full bug report
If The mods config and/or the garrison settings are not saved and reset on reloading the save
This is most likely related to permission issues. The mod saves it's files at Documents/Mount and Blade II Bannerlord/Configs. If the mod is missing the permissions to create a new folder or write data to files, the settings can't be saved. To fix this run the game as administrator. You can do this by going to your games folder Mount & Blade II Bannerlord\bin\Win64_Shipping_Client and right-click TaleWorlds.MountAndBlade.Launcher.exe and press run as administrator.
If you find a bug
If you find a bug please report it under the BUGS tab at the beginning of this page.
> Open the the ErrorLog file found in Improved Garrisons/Moduledata/ErrorLog.xml and copy all the data to your report
Special Thank You
I want to give a special thank you to @Tristan for his help with the texts of the mod!

This mod has an ingame configuration menu which allows you to to adjust (almost) every mod value as you like. To open this menu either press ALT + G ingame or use the configuration button at the bottom of the Improved Garrison UI window.
(Alternatively)
This is how you find the config file: (Make sure you have at least once loaded your game so the config is generated!)
Under \Documents\Mount and Blade II Bannerlord\Configs\ImprovedGarrisons
Rightclick the config.xml file
Press edit
Change the values to your liking

Where do I find the menu?
After you get your first fief once you enter the settlement/castle the Improved Garrison Tutorial will open
and explain to you the basics about the Improved Garrisons Menu.
Do I have to have a own kingdom for this mod to work?
No! This mod works on every settlement or castle you own no matter if you own a kingdom or are part of one.
The mod doesn't seem to work. What should I do?
1. Check if the mod has been loaded. There should be a message in the chat
window when starting the game. If there is no message please refer to
the How to install section for possible solutions
2. Recruitment or training might be turned off. Please check your Garrison menu.
3. A error has been reported to your chat window. If so please report it in the bug section
If my garrison is full will this stop the auto recruitment?
Yes!
Does the upgrade and recruitment cost money?
Yes it does. It costs the usual amount of money as if you would do manually.
What units are recruited by the garrisons?
There are two different recruitments with Improved Garrison. The "Recruiter
parties" and the "Region Recruitment". The Region Recruitment will
recruit troops from the surrounding villages and the castle/settlement
itself. The Recruiter parties are used to recruit from outside the
region. With a recruiter it is possible to collect troops from all
available cultures
How is the upgrade unit determined if there are multiple upgrades possible?
This depends on your current template. If the troop that is upgradeable has a
possible template target in his upgrade paths it will be upgraded
towards this path. If not the upgrade will happen randomly. If there are
multiple template troops in its path, the Improved Garrison will
randomly select between those paths.
Does the mod affect the AI?
Only if you turn this on in the settings. Please refer to the Configuration section.
How is the daily exp this mods gives to garrison units calculated?
The mod gives each troop-roster a set amount of exp multiplied by the
amount of units this troop-roster has. If you have 20 recruits and they
need 250Exp to upgrade and in the mods config.xml file the daily exp
gain is set to 50, they will get 50*20 = 1000 Exp. As a unit from this
troop-roster needs 250Exp, the upgrade logic will upgrade 1000/250 = 4
Units.
How are new garrison troops recruited?
If you have recruit from villages enabled in the mods configuration (default) and
enabled the recruitment in the Improved Garrisons UI, the recruitment logic
of this mod will lookup recruits in each nearby village and the settlement itself
that are able to be recruited by the player. Be aware that the amount of
available troops to recruit is affected by the relation a player has
with this villages. Once the recruitment logic has gathered a minimum
amount of recruits (5 by default changeable in the config) a party of
the available villages recruits will be created and send on its way to
the garrison. The recruits will be removed from the villages pool so it
will take some time for the village to generate more troops. The
recruitment logic will also look at the settlement itself. If the
settlement generated new recruits they will also be recruited.
How are prisoners recruited?
Each prisoner in mount and blade has his own conformity value that needs to
be reached in order to be recruitable. You could run around with your
prisoner and fight to build up this conformity. This mod allows you to
put your prisoners into your castle (or settlement) to gain conformity
on a daily basis. (They will have it so nice in their cells, that they
will like you overtime. I promise there is no brainwashing happening!
(maybe))
Help after installing this mod my economy has taken a big hit!
Please be aware that having big armies stocked up in your garrisons is bound
to be expansiv! If you can't handle this with your current economy,
please adjust your Improved Garrisons Settings accordingly. Alternativly
you can use the cheat section in the config of this mod to help your
economy out.
How does the training of troops work?
Each day your garrisoned units get a set (but customizable) amount of exp.
Once they are able to be upgraded one of two things happen. If you did
choose their upgrade path by creating a training template, the Improved
Garrison upgrade logic will upgrade towards this template target. If no
target has been set, their path will be choosen randomly. But you can
restrict their tier if you for instance only want to have tier 3 troops
to lower costs.
Is this mod compatible with XY mod?
I'm aiming for this mod to be as compatible as possible. But I can't
promise that there won't be compatibility problems when installing mods
with similiar features.
What does LoadCustomPartySizeModel and LoadCustomPartySpeedModel do?
Basically this models can only be used by one running mod. If another mod is
running one of these models and you load it in Improved Garrisons
you will have a crash. Therefore I implemented the posibility to load or not load these models.
The PartySizeModel and PartySpeedModel for Improved Garrisons are used in
such way, that they basically are used to allow the guard and transfer
parties to have a "normal" movement speed. If the PartySizeModel is not
loaded, the size for the guard parties can't be higher than 20 without
having a massiv movement speed reduction (to about 1). If you say don't
want to use the partySizeModel for compatiblity reasons (another mod you
want to use is using the model) you could change it to use the
PartySpeedModel. This allows to override the set movement speed of
around 1 to a choosen value (default 4.8).