Обе ветки мода обновились до версии Banner Kings v1.2.5.7 (от 15.12.2022) с огромным Changelogs :
Version 1.2.5.7
    - Performance improvements
    - AI now makes use of feasts
    - 8 new workshops
    - Towns now have 6 workshops spaces, to accomodate new workshop types. New campaigns only.
    - Improvements to AI workshop selection on campaign start. More industrial workshops & less food workshops
    - Reduced amount of elite goods produced by Artisans
    - New Mead trade good
    - Improvement to AI use of settlement tax policies = less revolts
    - Daily check for Peerage award to players when it is not awarded on joinning. Fixes missing Peerage & voting crash
    - Village influence updates. Probably fixed knights not being awarded influence and therefonre not creating clans.
    - Increased general construction & improved construction boost
    - Adjustments to garrison patrols behavior
    - Fixed abnormal Estate Acreage or Population numbers / hard Estate limits
    - Fixed chicken and geese yielding meat and hides
    - Several crash fixes
Version 1.2.5.6
    - Workshops now have inventories that can be used when inputs are not available in town
    - Town markets now pay for artisan products / reduced town gold & taxes
    - Fixed marriage popups not showing on top of dialogue screen
    - Definitely fixed a crash associated with Improved Garrisons
    - Fixed 'Leave' option in action menus such as Meet Nobles
    - Fixed a case where player could be stuck in crafting wait menu
    - Fixed settlement ownership automatically giving a claim
    - Several crash fixes
Changelogs:
    - Performance improvements
    - Added record of last payment made by villages, accessible in demesne management.
    - Decisions are now organized in categories
    - Fixed MCM options not being saved & adjusted some options
    - Fixed village projects queue and crashes associated with town / castle project management
    - Fixed production of farm animals too high
    - Several crash and issue fixes from reports
Changelogs:
    - Increased performance by changing various things to pseudo weekly ticks instead of daily ticks.
    - Adds new Gentry clans feature & Call Banners decision. Information on https://github.com/R-Vaccari/bannerlord-banner-kings/wiki#gentry-clans (https://github.com/R-Vaccari/bannerlord-banner-kings/wiki#gentry-clans)
    - Added dozens of new clan names to all cultures
    - Influence for calling non-vassal parties is doubled.
    - Names update more frequently / fixes character creation or child names not updating.
    - Made all education features faster (reading, language learning, lifestyle progress).
    - Removed gender restrictions to forming armies.
    - Various updates to AI behavior with feasts.
    - Updates to garrison party behavior.
    - MCM option to disable feasts.
    - Fixed the army participation duty not being triggered.
    - Fixed books only giving skill focus when player had a focus point available
    - Fixed AI army creation for females. Does not block clan leaders anymore.
    - Fixed skill xp when skill is 500 or more, no more gains at this point.
    - Fixes several reported crashes.
Changelogs:
    - Added new MCM options
    - Added 100+ localization ids for strings
    - Increased agricultural output of settlements
    - Increased settlement food stocks
    - Added full peerage to ruling clans when missing it
    - Fixed excessive production of horses in villages
    - Fixed an issue with village incomes
    - Fixed a recurring error with estates creation
    - Fixed a population consistency issue with villages
    - Fixed a case where items couldn't be crafted despite having materials
    - Fixed other reported issues & crashes
Changelogs:
    - Added mod support to the mod. Documentation can be found here https://github.com/R-Vaccari/bannerlord-banner-kings/wiki/Modding-BK (https://github.com/R-Vaccari/bannerlord-banner-kings/wiki/Modding-BK)
    - Added dozens of localization keys. Thanks to Daneel53 for pointing out several strings needing ids
    - Added several new MCM settings
    - Added an entirely new Sturgian faith. Works on saves. Can be assumed by any Sturgian through village preachers. Original idea by Lordflash
    - Added 2 new rites to Amra faith, 1 to Darusosian Martyrdom. 2 new rite types: weapon sacrifice, religious festival. More rites planned.
    - Added at least 1 new cult to all faiths.
    - Added some missing cult and doctrine effects.
    - Various adjustments to religious dialogues and Religion tab
    - Notables will now be spawned with faith and culture based on local culture and faith mix
    - Added a POC config with dozens of banners for Gentry clans, credits to Gfornost
    - (CEK) Added Gentry NPC templates and clan names to most cultures
    - Fixed mod data inconsistency when starting a campaign after having loaded another save. Fixes problems such as: missing BK menu option, Recurrent error about estates.
    - Vassalage law allows more access to kingdom lords during wars
    - Fixed a case where cultural assimilation would be negative instead of positive
    - Fixed party creation not being possible for spouses
    - Fixed a case where being Marshal didn't grant army creation privilege
    - Fixed player now being awarded a lordship with lord start when ruling clan has no lordships. Any lordship from any clan will be picked
    - Drafting laws that increase recruitment price no longer have effect on their own faction members. Should allow AI in most kingdoms to field more troops.
    - Some crash fixes
А также обновился и русификатор от DaemonFroll, правда пока до версии v1.2.6.1
			
			
			
				В карточку мода добавлена новая версия Banner Kings v1.2.7 (от 11.03.2023), протестированная на Bannerlord 1.1+ 
Changelogs :
    - Port to Bannerlord 1.1
    - Ported requirements to following versions: Harmony 2.2.2, Butterlib 2.6.3, UIExtender 2.6 MCM 5.5.5
    - Fully reworked the council system with new positions, UI, council tasks, mechanics. Existing positions will be wiped out.
    - Influence limit feature. A soft cap for influence, limit and explanation available in encyclopedia clan pages.
    - New MCM settings
    - Clan page extensions: demesne / vassal limits, influence limit, vassals list
    - Hero page extension: knight clan creation progress
    - Fief page extension: workshop list with tooltips that explain workshop cost, owner etc
    - Removed peerage request kingdom peace condition
    - Reworked demesne hierarchy tooltips
    - New succession type: Feudal elective
    - Improvements to succession and inheritance systems
    - New localization string ids
    - Fixed a VANILLA bug that caused FREEZING over time. Thanks to Delinard and Cephas for their diligent work.
    - Removed a vanilla cheat that provides parties with money to buy their food. Clan owner pays instead.
    - Various fixes to bug reports
    - Added Bandit Heroes feature
    - Added 3 new bandit party types roaming on the map
    - New MCM settings, including important ones for bandit party count and hideout spotting
    - Demesne hierarchy now can access all existing kingdom hierarchies
    - Dialogue options to grant more properties to existing knights
    - Localization updates
    - Adjustments of council position and demesne law texts
    - Added explanations for all cases of a candidate not being acceptable to a council position
    - Buffed arrow and ammo base production in towns
    - Fixed a performance issue associated with council positions
    - Fixed a compatibility issue with Hero page extensions
    - Fixed a wrong condition that impeded granting knighthood with an estate
    - Fixed various other reported small issues
Changelogs :
    - Added a new social class: tenants. The correlation between tenants and serfs is dictated by a new Demesne Law.
    - A couple deflationary measues: Fief tax and mine revenues are reduced; Market gold is destroyed over time
    - Soldier recruitment and upgrade prices increased significantly
    - AI will now disband non-leader parties during peace in order to save more money
    - Added a criminality system. Currently it only supports bandit heroes as criminals. Criminals can suffer different sentences. Bandits can be sentenced to death without consequences.
    - Added Court Guests, and Court Location. CK-like court amenities will be made.
    - Added the Relocate Court decision
    - Recruit Companion decision overhauled into Invite Guests instead. Guests are found in the court's location's keep. Guests can leave randomly.
    - (Patreon request) Added a button on inventory to strip all gear from all available heroes
    - (Patreon request) Added a minimum Full Peers tracker for kingdoms. Not meeting minimum peers significantly reduces the ruler's influence cap
    - Added a dialogue option to directly bequeath full peerage to a lesser Peer / gentry clan leader
    - AI gentry clan leaders will now start their own full peerage elections
    - Hero encyclopedia: new extension with a table of hero's traits
    - Added 5 new personality traits. Not all have effects yet
    - Added 3 aptitude traits
    - Vanilla political traits have their values increased for all heroes based on their personalities and aptitudes. AI has stronger opinions on elections
    - Various village production adjustments: Villages now make products with modifiers. Increased production of acreage based goods. Reduced poulty production on most cultures, least productive is aserai and most productive is vlandia, reduced horses production
    - Adjusted government and gender law change elections so AI has stronger opinions
    - Adjusted crafting stamina to scale more with Smithing and be able to go over 300
    - Localization updates
    - Fixed council task efficiency not ticking up
    - Fixed a crash associated with bandit heroes
    - Fixed a crash on clan/kingdom tab that required saving and reloading
    - Fixed gentry clans being elimited on leader death
    - Fixed a crash associated with null soldiers in parties
    - Fixed a crash associated with clanless heroes leading parties, likely caused by other mods
    - Fixed notables being converted daily, now it's AI only and randomly
    - Fixed human sacrifice showing hero options that are not adequate
    - Fixed court smith competences
    - Other small fixes
(для Bannerlord 1.1+)
Changelogs :
    - Added a time restriction for a council position to be changed
    - Added a new demesne law regarding high councils being appointed or elected
    - Fixed a crash on vanilla slaughter method
    - Fixed guests spawning daily
    - Overhauled town project construction. Projects require materials. Construction doesnt happen without construction policy.
    - Town governors will buy materials required for projects using fief income to cover costs.
    - Town management extension: materials and helping texts
    - Removed market demand for limestone and marble so they accumulate
    - Project materials have their prices increased when required to stimulate caravan import of them
    - (Patreon request) Added MCM option so AI stops dismissing extra parties
    - Reduced income of town market to deflate markets
    - Different governor types will have different settlement effects
    - Updated demesne management tabs so tooltips always show, fixed misalignments
    - Fixed a crash with council elections. When a single candidate is available (Spouse) they are appointed instead of elected
    - Fixed a crash associated with bandit heroes
    - Fixed productivity and taxes of tenants population
    - Fixed a crash with AI dismissing parties
    - Fixed crash on court smith click
    - Fixed missing texts for some council positions
    - Fixed a case where governor culture yielded negative instead of positive loyalty
Changelogs как всегда устрашающий:
   - Added cultural names to knights
    - Added some hooks to gain/lose new personality traits
    - Castles now buy materials from nearest town
    - Village projects are back to normal, no policy or materials required
    - Fixed definitely a crash associated with council election
    - Fixed a crash when a guest type is not available
    - Fixed companion being a guest and killed after being recruited
    - Fixed minimum peers / demesne hierarchy crash
    - Fixed definitely the court smith crash
    - Fixed a crash case with project materials
    - Fixed a crash on council member fired
    - Fixed clan leader party wages being 0
    - Fixes to some castles in title hierarchy (new game only)
    - Fixed settlements reverting to original culture for a day on game loading
    - Fixed population accumulating in demesne hierarchy panel
Changelogs :
    - Added a MCM configuration to edit / disable party supplies rates
    - Item modifiers now affect supply consumption efficiency. An item with 1.5 price modifier is equivalent to consuming 1.5 items for a given supply requirement
    - Reduced base supply requirement rates of military equipment (affect party size limit)
    - Increased AI rate of buying party supplies
    - Added Wiki documentation about supplies and other features at Github
    - Fixed a crash associated with map event tick / bandit parties
    - Fixed supply requirements not being saved
    - Fixed a crash on load / campaign start
    - Fixed party supplies setting name
    - Added court grace and expenses feature
    - Fixes and improvements to supply system
    - Fixed a rare crash possibility
    - A couple UI/tooltip improvements
Changelogs :
    - Added 9 new Books
    - Books that dont yield focus point can now yield a personality trait you can accept or not
    - Added 2 new lifestyles: Commander, Artisan
    - Added a new religion choice popup with banners
    - Added a new demesne law type and 2 new army types: Hordes and Legions
    - Added dialogues to convert clan members to your faith
    - Heroes can now have 2 positions within the same court: one in the privy council, another in the extended council.
    - Reworked council position request influence costs
    - Foreign troops now decrease party morale
    - Adjusted AI opinions on council elections, feudal and republican ruler elections
    - Reduced limit for buildup of supplies (% of party size)
    - Staying in town now undoes supply buildup as opposed to just not increase it
    - Increased influence cost for calling parties to armies based on influence cap. Same clan parties are free.
    - Court expenses no longer tick grace without a court location
    - Castle court buy items from nearby town
    - Improved various tooltips related to knighthood, books and council request
    - Added and changed various localization keys
    - Fixed court expenses not being saved
    - Fixed religious festival available when feasts are not, leading to crash
    - Fixed a crash on demesne hierarchy panel
    - Fixed missing supply dialogues with quartermaster
    - Possible fix to missing knights in party screen (could not reproduce it)
    - Possible fix to hero encyclopedia traits missing due to other mods
    - Fulfilled gouncil positions yield grace
    - Increased party influence costs to call to army, fixed clan parties not costing 0
Автор задумал интегрировать без ошибок некоторые интересные моды в мод BannerKings. Открывать отдельную карточку на это пока смысла нет, но подсматривать за развитием будет полезно. На сегодня представлены архивы для Calradia Expanded Kingdoms и Education.
Автор : GOOGLEPOX
Сайт разработки : https://www.nexusmods.com/mountandblade2bannerlord/mods/5837 (https://www.nexusmods.com/mountandblade2bannerlord/mods/5837)
    - Duchy needs de facto control for usurping
    - Removed party AI changes (fixes patrolling around?)
    - Performance improvements
    - Increased availability of mercenary troop equipment and fixed culture clauses to determine what items show up. Fixed skill preset tooltips to show correct skills
    - Added animal food consumption on desert and snow
    - Increased costs of custom troops
    - Fixed a crash on kingdom tab
    - Fixed a possible crash on merc troop editing
    - Likely fixed caravan fief targeting
    - Fixed a crash associated with wage differences
    - Warscore calculation improvements and fixes
    - Fixed performance bottleneck
    - Fixed distant caravan party visibility
Changelogs:
    - Added a new mechanic: Radical / Rebel groups. Currently only supports a single type.
    - Rebalance and fixes for diplomacy system
    - Increased influence cap and gain for titled, peer lords. More armies
    - Rebalancing of economy: demand for goods more based on prosperity and less on population count, reduced village production, significantly increased caravan count, improved supply of gold to town markets, among other changes
    - Improved AI budget and access to recruits, more units
    - Animal food consumption on sand / snow / water now based on animal type, largely reduced
    - Reduced AI "Kingdom budget" contribution by 90%, more AI money, more armies and soldiers
    - Added gold and influence for AI at campaign start
    - Disfavoured knights from inheritances
    - Adjusted troop availability based on relations, more troop slots for AI
    - Added support for titles without de jure holders
    - Reduced minimum peers requirement
    - Performance bottleneck fix / religion fervor calculation tweaked
    - AI recruits companions and knights at game start
    - Improved Demesne Hierarchy and Clan page UIs
    - Added support for independent duchy titles
    - Reworked logic for settlement claimant voting
    - MCM setting to alter limit of wandering companions in the world (max 1 per town)
    - Added troop spawn modding support through XML for BKCE and other mods
    - Fixed distant caravan party visibility
    - Fixed a food consumption issue (infinite siege)
    - Fixed settlement election not working
    - Fixed titles not drifting
    - Fixed Storymode and other issues thanks to Github contributions
    - Crash fixes
Ресурсы остались прежними.
Changelogs смотрим тут: https://github.com/R-Vaccari/bannerlord-banner-kings/wiki/Changelog (https://github.com/R-Vaccari/bannerlord-banner-kings/wiki/Changelog)
(https://staticdelivery.nexusmods.com/mods/3174/images/3826/3826-1736022480-905157583.jpeg)
(https://staticdelivery.nexusmods.com/mods/3174/images/3826/3826-1736022467-458476287.jpeg)
(https://staticdelivery.nexusmods.com/mods/3174/images/3826/3826-1736022442-1918892359.jpeg)
Changelogs:
    - AI armies fix
    - Disabled trader civilian parties
    - Added a setting to influence how much war Fronts are prioritized.
    - Settlements close to Fronts can now receive half that prioritization, focusing armies around that region.
    - Army consistent objectives should extend to lone parties
    - Update to AI fief management
    - Corrections to marriage restrictions
    - Removed bandit party deletions
    - Fixed NE kingdom tab
    - Crash fix
    - Experimental economy. Reworked logic for product demand, reduced price spreads, increased costs of animals
    - Added oxen as pack animals
    - Cows now passively produce cheese like poultry does eggs
    - AI rests and patrols more during peace. Still testing, patrol cycles are too short.
    - Fixed parties ping-pong
    - Fixed a couple other issues