Knights of Honor - game update v.1.05 - Download
Game update (patch) to Knights of Honor , a(n) strategy game, v.1.05, added on Monday, January 29, 2007.
file typeGame update
file size17.4 MB
downloads21352
(last 7 days)4
last updateMonday, January 29, 2007
Report problems with download to [email protected]
version: v.1.05
12. Patch notes 1.05
--------
Attention modders!
NEW: Many AI tweaks are now available in: defs\difficulty.in2 and defs\globals.in2 ([AI] section).
Fixes
FIX: AI marshals now recruit siege squads.
FIX: AI now imports exotic goods if it can afford them, so it can gain access to kingdom advantages.
FIX: AI squad-buying code is reworked. Now AI marshals hire more mercenaries and more often disband weaker units to free slots for stronger ones.
NOTE: Crusader armies dont recruit new squads by design. Their existing squads are periodically refilled (the period is tweakable).
FIX: AI now uses the correct (read: higher) caps for the number of the invading armies when attacking the player at normal and hard difficulties.
FIX: AI now requires its armies to be fuller when sending them to invade or defend provinces. The exact threshold values are tweakable.
FIX: Fixed an issue with the morale of Byzantine armies.
FIX: AI marshals that are returning defeated (with few soldiers left) from a conquest no longer try to attack enemy armies on their way to the homeland (but may still decide to reinforce a battle).
FIX: Fixed a glitch that sometimes caused sailing AI armies to get stuck at sea.
FIX: Camping/fortified AI marshals now consider reinforcing nearby battles.
New features
NEW: As the players kingdom grows, neighbouring AI kingdoms now get more hostile to the player and friendlier to their other neighbours (tweakable).
NEW: Mercenary camps are now visible on the minimap (light grey squares with a black dot in the middle).
NEW: When building town improvements, entries with unsatisfied requirements other than gold are now shown in red (instead of being darkened). A darkened item now means that the only unsatisfied requirement for building it is gold (such items werent marked at all until now).
NEW: Added tweaks for modifying AIs and players gold income. The default values in the data files are:
o for the player: 100% at all difficulty levels
o for the AI – 100%, 125% and 150% for easy, normal, and hard respectively
NOTE: The change is not visible through the interface, it affects directly what is added to the treasury.
NEW: Reuniting events now may define the titles in the resulting country (for the ruler, the rulers wife, the knights and the country itself).
NEW: Top five most powerful AI kingdoms have defence bonus when fighting on their own territory.
Changes
CHANGE: Increased reinforce radius for AI armies.
CHANGE: AI marshals no more blindly chase an enemy army into a castle but give themselves a chance to reconsider.
CHANGE: Reduced the income from traders. If a trader from kingdom A trades with kingdom B, the new rules that apply are as follows.
o Trade goods and exotic goods owned by A but not B no more affect profits.
o It is no longer the sum of all of B's towns levels but the average town level, that gets added to the profit.
o Markets and merchant guilds of B now affect the profit more.
o Silk Route kingdom advantage still doubles the profits as before.
o All traders now receive a fixed bonus of 10 gold (by default). It is applied before applying the traders level.
o The influence of a traders level over his profit is now greater.
CHANGE: Lowered the direct gold income from the kings economy skill.
CHANGE: Increased gold bonus of merchants guilds.
CHANGE: Decreased the ranges of longbow men and ballistae.
CHANGE: Increased the ranges of crossbow men and heavy crossbow men.
CHANGE: Slightly decreased the base chance to hit value for all bow/crossbow units.
CHANGE: Decreased bonuses from Ballistics skill.
CHANGE: No friendly fire marshal ability (Archer master, 3rd level) no longer eliminates losses from friendly fire but instead halves them.
CHANGE: Colouring of religions in the political map has been improved.
CHANGE: The icons of available princes/princesses are now shown together with the royal wedding icons in the political map.
CHANGE: Changed the priority calculation for the reinforce battle action of AI marshals and made it tweakable. Priority for reinforcing a battle at a castle has an additional weight bonus (also tweakable).
CHANGE: Night march morale penalty for armies is removed.
CHANGE: AI now also appoints family members as knights.
CHANGE: The starting cost and activation time of importing goods have been reduced.
- Last update: Monday, January 29, 2007
- Genre: Strategy
- File size: 17.4 MB
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