Khergit barbed lance now usable on foot. They should never dismount unless you tell them too.Īlso goes for enemies, if small % mounted, should stay mounted. Mercenary parties actually follow orders now making them useful. Now merged parties automatically unmerge after a week. Oath renewal message no longer shows up. Switched custom settlement scenes to newer, nicer looking ones. * Probably other stuff I did not write down * Incomplete - two of four planned minor factions - only first armies - Sing/Caliphate - should be relatively challenging, let me know * Access town/village guildmaster/elder from menu - many asked for it * Chel's Combat abilities - not fully integrated yet. * CaW troops/armour/weapons/quests/companions from previous versions * Village schools give bonuses every week, not just once a month * Village elders can now retire your troops there, thus garrisoning town * Village watchtowers provide less protection but launch protectors * Village pallisades can now be built that make village harder to loot * Nick Altman's Siege Pack - Castle Improvements * OSP Cloaks and Helms - people wanted more helms * Cd Vader's moveable watchtowers - have to earn in Zendar quests * Tempered's Camp Entrenchment Kit- have to earn in Zendar quests * Geoffry's Ashes Party Patrols - Have to earn it in Zendar quests * Village Mills give bonus 1xweek instead of just once * Martin F's Dueling Lord's and Companions * kt0 + jik + keedo's Kingdom Management Reports * Highlander's Base Kingdom Management Code * Wicked Shot's v0.675 Custom Settlement Code - fully integrated with regular system My main goal is to add variety and make the game more exciting. It will add a lot of functionality and allow for the completion of new quests for the Neutral Zendar faction. Calradia at War is my attempt at 'the completion' of Mount & Blade Native.