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Releases: CustomSpawnsTeam/CustomSpawns

Release 2.0.1

20 Oct 22:24
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For v1.2.0/v1.2.1/v1.2.2/v1.2.3/v1.2.4/v1.2.5/v1.2.6/v1.2.7/v1.2.8/v1.2.9/v1.2.10/v1.2.11

  • Bump Bannerlord target version to v1.2.11.
  • Fix : campaign.cs_spawn cheat command now correctly spawns all secondary spawns along the main one
  • Fix : Factionless npcs dialogues should no longer cause crashes. Improves compatibility with non-Custom Spawns mods.

Release 2.0.0

24 Dec 18:03
912832e
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For v1.2.0/v1.2.1/v1.2.2/v1.2.3/v1.2.4/v1.2.5/v1.2.6/v1.2.7/v1.2.8

  • Breaking Change: Bump Bannerlord target version to v1.2.8. Bannerlord versions below v1.2.0 are no longer supported.
  • Breaking API Change: The following API speed values are now longer supported in favour of using the game's speed model:
    • BaseSpeedOverride
    • ExtraLinearSpeed
    • MinimumFinalSpeed
    • MaximumFinalSpeed
  • Feature: Add a random positive modifier to rewarded items.
  • Feature: Enable partial module translation (support for English and Japanese language).
  • Improvement: Spawned parties' now use the game's speed model and are therefore affected by all speed modifiers (forest, night, prisoners...)
  • Improvement: Spawned parties now count in their respective faction's strength. The clan encyclopedia reflects this change.
  • Improvement (Reward API): If the chance value is not set, then the item drop is guaranteed.
  • Fix: The rewards now work as intended.
  • Fix: The spawned parties now correctly reinforce other parties in battles initiated by the player.
  • Fix: The nearest settlement name is now correctly displayed in the party death message.
  • Fix: Addressed Bannerlord.Harmony dependency warning on startup. No warnings should be displayed anymore.

Release 1.9.6

25 Oct 22:28
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For v1.1.6

  • Bump Bannerlord target version to v1.1.6.

Release 1.9.5

15 Apr 18:00
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For v1.1.0/v1.1.1/v1.1.2

  • Support for PC Xbox Game Pass.
  • Fixed a crash at campaign launch (Could not load type 'MonoMod.Utils.Extensions' from assembly 0Harmony) when the installed dotnet is not .NET Framework 4.7.2+.
  • API: Fixed the usage of [spawnPlace] and [deathPlace] in the SpawnMessage displaying the wrong location after the first spawn.
  • Fixed safe passage price for spawned parties starting differently than "cs_". (same price as lord safe passage price divided by 8)
  • Fixed a crash at campaign launch "Access to the path '../../../../Modules/CustomSpawns/Logs' is denied."

Release 1.9.4

05 Mar 19:59
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For v1.1.0/v1.1.1/v1.1.2

  • Updated to support Bannerlord v1.1.0

Release 1.9.3

20 Nov 16:59
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For v1.0.0/v1.0.1/v1.0.2/v1.0.3

  • Fixed the wrong dialogue being displayed when the player is being thanked by a lord which has not been met after defeating a common enemy.
  • Fixed a "NullPointerException" crash when Custom Spawns is paired with other mods adding new troops.

Release 1.9.2

15 Nov 00:01
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For v1.0.0/v1.0.1

  • Fixed a crash when a party is destroyed.

Release 1.9.1

14 Nov 22:25
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For v1.0.0/v1.0.1

  • Fixed the wrong dialogues being displayed when the player frees a prisoner from a defeated custom party.
  • Fixed the wrong dialogues being displayed when the player captures a lord after defeating its party.
  • Fixed the wrong dialogues being displayed when the player is being thanked by a lord after defeating a common enemy.
  • Fixed a crash when the player tries to bargain a safe free passage with a custom party.
  • Fixed a crash when encountering vanilla bandits when a sub-mod does have any custom dialogues.
  • Added a cheat named "campaign.spawn" which spawns a party described in the "CustomDailySpawn.xml" file. This will help modders to test their spawns.
  • Reimplemented the custom spawns food consumption behaviour so that big parties are at their full intended strength.
  • Added a warning message when a user tries to add a Custom Spawns sub-mod into an existing save.

Release 1.9.0

06 Nov 02:04
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For v1.0.0

  • Adds compatibility against v1.0.0.
  • Seperated Calradia At War and Custom Spawns into two different modules. Calradia At War will now use the Custom Spawns API as any other sub-mod.
  • Talking to parties spawning along a main spawn caused the game to crash if no custom dialogue was configured. A default dialogue will now prevent this to happen.
  • Party trackers were visible for parties spawning along a main spawn. These will no longer show up.