Releases: DiplomacyTeam/Bannerlord.Diplomacy
Releases · DiplomacyTeam/Bannerlord.Diplomacy
Release list
Release 1.2.7
For v1.0.0/v1.0.1/v1.0.2/v1.0.3/v1.1.0/v1.1.1/v1.1.2/v1.1.3/v1.1.4/v1.1.5/v1.1.6/v1.2.0/v1.2.1/v1.2.2/v1.2.3
- Add support for v1.1.6
Release 1.2.6
For v1.0.0/v1.0.1/v1.0.2/v1.0.3/v1.1.0/v1.1.1/v1.1.2/v1.1.3/v1.1.4/v1.1.5/v1.2.0/v1.2.1/v1.2.2/v1.2.3
- Adapted for latest game versions.
- Reworked Diplomacy Kingdom Elimination option description and implementation for v1.2.X game versions.
Release 1.2.5
For v1.0.0/v1.0.1/v1.0.2/v1.0.3/v1.1.0
- Fixed a crash on making peace when War Exhaustion is disabled.
- Fixed a crash after loading a save when attempting to fix any faulty factions (again).
- Fixed a bug due to which kingdoms were sometimes not destroyed when they should have been.
- Fixed a bug due to which War Exhaustion breakdowns were sometimes showing wrong values (unaffected by rates).
- Making peace should now use all of the mod's enabled mechanics, no matter what interface option was used for it.
- Adjusted the calculation of war reparations to make it even more lenient.
- Adjusted the way war reparations are gathered by the paying kingdom to make it less stressful.
- Adjusted the way war reparations are distributed among the winning faction.
- Adjusted the calculation and default values for some of the War Exhaustion entries.
- Adjusted War Exhaustion rates calculation.
- Adjusted descriptions of some settings for clarity.
- Added an option to disable the elimination of fiefless kingdoms.
- Added an option to disable fief repatriation after losing a war.
Release 1.2.4
For v1.0.0/v1.0.1/v1.0.2/v1.0.3/v1.1.0
- Fixed a crash after loading a save when attempting to fix any faulty factions.
- Fixed a bug due to which the factions checkup did not always work as intended.
- Fixed a bug where war exhaustion was still not initialized properly when declaring a war.
- Fixed a bug due to which NAPs and Alliances were evaluated for the wrong side of the agreement.
Release 1.2.3
For v1.0.0/v1.0.1/v1.0.2/v1.0.3/v1.1.0
- Fixed a bug where war exhaustion was not reseted when making peace and not initialized properly when declaring wars.
- Fixed a crash that happened sometimes when sponsor clan was removed from a faction.
Release 1.2.2
For v1.0.0/v1.0.1/v1.0.2/v1.0.3/v1.1.0
- Added a way to add casualties that are not related to map events.
- Adjusted war reparations calculation and related setting defaults to be considerably more mild.
- Adjusted default settings for Kingdom Diplomacy.
- Gold and Influence costs are joined under a single Costs heading for better usability.
- Made sure that the settings are reset to default when you first start the game after updating from previous versions of the mod.
Release 1.2.1
For v1.0.0/v1.0.1/v1.0.2/v1.0.3/v1.1.0
- Fixed rare crash that happened when War Exhaustion event precedes the war.
Release 1.2.0
For v1.0.0/v1.0.1/v1.0.2/v1.0.3/v1.1.0
- Adapted for v1.1.0
- Diplomacy events should now be ready to be a part of the public API, if we ever have one.
- Changed some setting hints to make them clearer.
- Fixed excessive UI overlap when repeatedly pressing the Factions button in the Encyclopedia.
- Better compatibility with other Encyclopedia mods for Faction page.
- Diplomacy console commands should no longer cause crashes when executed from the main menu.
- Added diplomacy.form_non_aggression_pact console command.
- Added diplomacy.break_non_aggression_pact console command.
- Added diplomacy.legitimize_rebel_kingdom console command to help fix broken civil wars.
- Fixed diplomacy.set_war_exhaustion console command.
- Fixed some cost calculations using wrong settings.
- Added Kingdom Wallet costs. They are used to pay war reparations and other interstate payments.
- Diplomatic actions now include up to 3 different costs: a gold cost (usually representing organizational expenses and benefiting no one), an influence cost, and a kingdom wallet cost (used for interstate payments when required).
- Added settings for proper calculating of gold and kingdom wallet costs.
- Adjusted kingdom scaling factor calculation for kingdoms with mercenary clans.
- Adjusted kingdom scaling factor calculation to be more notable for larger kingdoms.
- Donating gold to a clan now affects character traits.
- Fixed a bug preventing faction to consolidate when its demands are fulfilled.
- Fixed a bug where eliminated clans were not removed from factions.
- Fixed several crashes related to factions and Civil Wars.
- Made some overall stability improvements.
- Added a checkup on game load to fix the most common issues with current factions and civil wars from older saves.
- Fixed a bug due to which messengers did not move if the game was not saved and reloaded after sending the messenger.
- Resticted sending messengers only to the people you personally met or at least likely to know of, in order to keep intended game pace.
- Added a chance of messengers not reaching their target (road accidents).
- Added new mod settings to regulate new changes to messengers.
- Making peace without an election, whether it be from Kingdom Management or due to War Exhaustion, now imposes a tribute as usual.
- Making peace while on Critical War Exhaustion may result in war reparations being paid, if the other side is winning the War Exhaustion race.
- Losing a war due to War Exhaustion may result in some or even all of the territories captured by the defeated side being returned to the victor.
- A faction without fiefs is now destroyed if it loses the last ongoing war due to War Exhaustion.
- Fixed an issue where War Exhaustion report showed incorrect breakdown numbers if Exhaustion gain settings were changed during the war.
- Added War Exhaustion numbers to the campaign map indicator.
- Optimized the performance of the War Exhaustion map indicator.
- Added UI notification and explanation when War Exhaustion is critical.
- Critical War Exhaustion now affects Kingdom Management.
- Added UI notification when War Exhaustion can not be fully applied due to a campaign questline.
- Active questline now prevents War Exhaustion raising above the critical threshold, rather than capping it at 100%.
- Losing all fiefs no longer instantly raises War Exhaustion to its cap, but moderately increases it and effectively puts a fiefless faction on a timer, greatly increasing its daily Exhaustion gain.
- Some War Exhaustion events now can optionally be accounted for with diminishing returns, preventing rapid and meaningless Exhaustion accumulation when, for example, a single settlement is repeatedly recaptured by the belligerents.
- Added a setting allowing for War Exhaustion multipliers to be set differently for every side of the conflict, depending on the factions individual power scores.
- Added new War Exhaustion entries: heroes imprisoned and heroes perished. Both take into account hero significance for the faction.
- Added new War Exhaustion entry: caravans raided.
- Successful castle sieges now add half as much War Exhaustion as towns.
- Added detailed tooltips to War Exhaustion breakdown numbers in the report.
- War Exhaustion for all ongoing conflicts will be recalculated on first save load according to current mod settings.
Release 1.1.19
For v1.0.0/v1.0.1/v1.0.2
- Fixed a crash that occurred for some users on mod loading.
- Fixed a crash that occurred when pressing the "Grant fief" button multiple times in a row in Encyclopedia.
- Granting a fief to a clan would no longer worsen relations with mercenary clans or clans that own considerably more land.
- Granting fief interface now includes the name of the clan you are granting a fief to.
Release 1.1.18
For v1.0.0/v1.0.1/v1.0.2
- Fixed a crash that occurred when sending a Messenger to a hero in the field.
- Fixed a rare crash that sometimes occurred in Kingdom Management.
- Fixed a rare crash that occurred on Encyclopedia Hero page when the hero was imprisoned by leaderless party.