Warhorse get an addition speed (now 40)
Military hammer weight and speed reduced (by 2 & 1 respectively)
Long hafted maces (not spiked) get +2 swing damage
New Sarranid War Horse and Steppe ChargerSarranid townsmen will actually show up as walkers (previously both types were female).
At game start, castle garrisons will be stronger (15), xp upgrade rounds is (strength/5+2) from (strength/8+4), additional xp amounts = 7500 - (diff*2500), where 0 is hardest and 2 is easiest.
Kings & pretenders no longer get love interest.
Compatibility for Duel mode in various scripts.
Lord renown gets copied to reg17 during note creation, presumably for debug purposes.
Kills net 133% gold for dm, duel, tdm, ctf, hq, 66% for battle, s&d, 100% for siege.
A bunch of code restricting ranged weapons, etc in various places.
A bunch of script comment name corrections - multiplayer_int to find_spawn_point_2, do_merchant_town_trade to get_enterprise_name (lots more left)
Debug messages for caravan trading swapped origin and trade location, tariff bug corrected - now accumulates instead of setting it to the value for the one trade
Accompanying parties with distance should always join player.
Pointless randomization of xp rounds for created kingdom hero parties before reassigning based on difficulty removed.
Vassals will engage commander's target only if that party is active.
Distance check for lowering initiative against enemies attacking centers raised from 7 to 800.
Sieges lift automatically when peace is made.
Khergits won't use battle tactics (holding, follow leader)
Only routed troops from the enemy will show up after battle on map.
Lowest acceptable strength for lords following marshal set by default to 30%; money no longer raises this percentage; if near (closer than 9000 units to) home center, + (15-dist/600)%; if there is no campaign raise by 35%: if the player is leading as marshal reduce by 0/10/15% (hard/med/easy); minimum precentage is 25%, max is 30%+15%+35% = 80% (happens when there is no campaign and player is near to its home center.).
Acceptance level for following marshal changed - if relation <= 10, base level is 10000, otherwise multiply relation by -1000. Add 1500. If outside player's kingdom, +-1250 if hard/easy. If player is marshal, -1000/1500/2000. If greater than a random seed from 0 - 9999, will not follow.
Information radius changed - base 50 (if gathering), else 40. If not player kingdom, reduction of 0/10/20%, else bonus of 10/33/50%(to player's gathering).
If player is married, he/she will get a banner.
1% chance of mad cow disease (every week) now leaves a minimum of 10 cattle
Base rent changed: village/castle = 1200, town 2400. These are multiplied by (20+prosperity)/120, and 75/100/133% depending on difficulty if owned by player.
Player should no longer get invited to join his own faction
Probability of caravan trading in towns increased from 35 to 45 base, 35/45/60 if owned by player.
Village fire checks will fire twice?
Attributes and weapon proficiencies are now precise (no longer uses def_attrib|xxx or wp_melee|wp_x, wp_melee gave +20 one-handed and +10 polearm)
Swadian Sharpshooters: str_14 | agi_10 | int_4 | cha_4, 120 crossbow proficiency (100 everything else).
Swadian Men at Arms: Mail Chausses instead of Hide Boots.
Swadian Prison/Castle Guards: Mail Chausses and Iron Greaves instead of Plate Boots.
Vaegir Skirmisher tree: str_10 | agi_5 | int_4 | cha_4, +2 STR every tier, individual wp_x instead of wp_melee (reduced one-handed prof)
Vaegir Marksmen: str_14 | agi_5 | int_4 | cha_4, wp(80) instead of wp_melee, war bow and strong bow instead of nomad bows in inventory.
Vaegir Horsemen: +1 Ironflesh & Powerstrike.
Vaegir Knights: -1 Ironflesh & Powerstrike, added Great Bardiche, Mail boots replaced Mail Chausses, Warhorse replaced by new Steppe Warhorse (same goes for Boyars Mergia, Doru, Nelag, and Kumipa), 140 two-handed proficiency (120 everything else).
Note that Khergits used wp(x)|wp_archery(y) - which has been corrected, meaning their archery proficiencies actually decreased.
Khergit Skirmishers: 80 Archery & Throwing, 60 everything else.
Khergit Horsemen: +1 Ironflesh and Shield, +3 Horse Archery.
Khergit Horse Archer: 110 Archery, 80 everything else.
Khergit VHA: 3:1 ratio of Khergit Bow to Nomad Bow (was 1:2), 3:1 ratio of Khergit Arrows to regular ones (was 2:1), -2 Horse Archery, 130 Archery, 90 everything else.
Khergit Lancer: Removed One-Handed War Axe (b), Weapon proficiencies lowered by 40, -1/-1/+2 Ironflesh/Power Strike/Draw (all 4 now), 1:3 Courser:Steppe Warhorse ratio.
Khergit Prison/Castle Guards: +2 Athletics & Ironflesh.
All Noyans with Saddle Horses upgrade to Coursers, those with Warhorses or Chargers get Steppe Warhorses instead.
Khergit Townsmen get Khergit Leather Boots.
Nord Huntsmen tree: str_10 | agi_5 | int_4 | cha_4, +1 STR every tier, individual wp_x instead of wp_melee, Nord Archer 95 Archery prof (was 90).
Rhodok Spearmen tree: 115/130/155 Polearm proficiency (was 105/115/130 for Trained, Veteran, Sergeant)
Rhodok Crossbowmen tree: individual wp_x instead of wp_melee, Sharpshooter str_14 | agi_5 | int_4 | cha_4.
Sarranid Footmen tree: individual wp_x instead of wp_melee, 100/110/140 Throwing for Veteran, Infantry, Guard.
Sarranid Master Archer: str_14 | agi_5 | int_4 | cha_4, +10 Archery (was 120).
Sarranid Mamluke: Sarranid Warhorse replaces regular Warhorse. Same goes for the Sultan and his Emirs.
Sarranid walkers get Sarranid Shoes, the females also got Woolen Hose (previously they didn't have any footwear).
Peasant Women tree: Camp Followers get Leather Jerkin instead of Woolen Dress, Huntresses get Mail Shirts and Byrnies inste