Maniacal
the green Napoleon
Last week version .890 was released, and has been patched to .892.
http://forums.taleworlds.net/index.php/topic,26797.0.html
Numerous new features have begun implementation, but it is still beta of course and they are not finished. The Nords, Khergits and a new faction the Rhodoks have cities (though no new cities have been added), there are a few new weapons and armours. Armour protection has been changed (mostly raised). The Zendar armourer temporaraly was stuck on a roof in .890 in which we enjoyed shooting him and watching as his RAGDOLL fell down. Yes, there are ragdolls now!
Sieges have been well implemented, there are more castles, and also you can gain a fief (although I do not know if to gain a fief you have to wait for an oath offer from a king or not in .892, so don't volunteer right away).
The recruitment system has changed, you no lnoger talk to the tavern owner, isntead there will be a mercenary standing in the in and you can hire him (and a few of his friends), same goes for the 4 NPCs,. The chane of meeting them in a tavern is random, so soemtimes it may take a number of visits to towns to find the NPC or men to hire. You can also raise a feudal levie from your fief.
The developer of the Battle For Sicily mod was added to the team, hence a lot of these changes (the fiefs, NPC lords leading armies) are from his mod.
Merchant quests and river pirate hunting quest are still there, but all other quests are currently disabled. There have been a number of other small changes as well, including heraldry (a banner over your holdings and your party on the world map, NPC lords also have their own banners).
There are probably sitl la few bugs left, but the dev team has a week long holiday and then they will be getting back to work, so there should be another update/patch next month.
http://forums.taleworlds.net/index.php/topic,26797.0.html
Numerous new features have begun implementation, but it is still beta of course and they are not finished. The Nords, Khergits and a new faction the Rhodoks have cities (though no new cities have been added), there are a few new weapons and armours. Armour protection has been changed (mostly raised). The Zendar armourer temporaraly was stuck on a roof in .890 in which we enjoyed shooting him and watching as his RAGDOLL fell down. Yes, there are ragdolls now!
Sieges have been well implemented, there are more castles, and also you can gain a fief (although I do not know if to gain a fief you have to wait for an oath offer from a king or not in .892, so don't volunteer right away).
The recruitment system has changed, you no lnoger talk to the tavern owner, isntead there will be a mercenary standing in the in and you can hire him (and a few of his friends), same goes for the 4 NPCs,. The chane of meeting them in a tavern is random, so soemtimes it may take a number of visits to towns to find the NPC or men to hire. You can also raise a feudal levie from your fief.
The developer of the Battle For Sicily mod was added to the team, hence a lot of these changes (the fiefs, NPC lords leading armies) are from his mod.
Merchant quests and river pirate hunting quest are still there, but all other quests are currently disabled. There have been a number of other small changes as well, including heraldry (a banner over your holdings and your party on the world map, NPC lords also have their own banners).
There are probably sitl la few bugs left, but the dev team has a week long holiday and then they will be getting back to work, so there should be another update/patch next month.