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Many castle siege scene fixed/improved including Hrus, Chalbek, Vyincourd, Distar, Jelbegi and Maras castle.Nobles recruitment now display name of noble (to be able to see what faction it comes from).No longer able to recruit nobles in hostile faction centers (with high renown it was possible).Fixed prison escape where rescued lords could attack you.Increased nearly all archer powerdraw by 1 (including most bandits).Fixed mercenaries getting stuck in player owned centers.Fixed mercenaries joining your kingdom without asking you first.Defenders in siege were sometimes unable to switch to another defending position.Reduced cavalry's shield skill (swadian, vaegir, khergit, sarranid, mercenaries).Increased swadian archers powerdraw by 1 for each tier (brings them up to 4 like every other faction).Fixed banner assign when player is a mercenary.Bhuluga castle partially redone so archers are able to shot the attackers, added a way to the top of the keep.The huge potential pay for being a mercenary has been changed, it is now a part of your weekly wages (not counting the bonuses of leadership skill).Rivacheg's siege scene had an entrance corrected, and an ai mesh fixed at the attacker's spawn.Fixed one of caraf castle's archer tower that was inaccessible for bots.Fixed an error which prevented some archers from moving during siege.Morale is regained more quickly (especially with high morale stability).Increased effectiveness of trainer skill for high level lords.
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Mercenaries will leave a besieged center if they are not from that faction.Scouts and patrols will give their prisoners to a close center if they have to many.Fixed native's formations behaving incorrectly, also they will no longer turn around before engaging.
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