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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>Unofficial Crusader Patch</title>
<link rel="icon" type="image/ico" href="assets/img/icon6.ico" />
<link rel="stylesheet" href="https://use.fontawesome.com/releases/v5.5.0/css/all.css" integrity="sha384-B4dIYHKNBt8Bc12p+WXckhzcICo0wtJAoU8YZTY5qE0Id1GSseTk6S+L3BlXeVIU" crossorigin="anonymous">
<script src="https://cdn.jsdelivr.net/gh/google/code-prettify@master/loader/run_prettify.js"></script>
</head>
<body>
<div class="container-fluid page">
<nav class="navbar navbar-expand-lg navbar-light bg-light">
<a class="navbar-brand" href="index.html"><img src="assets/img/icon6.ico" /></a>
<button class="navbar-toggler" type="button" data-toggle="collapse" data-target="#navbarSupportedContent" aria-controls="navbarSupportedContent" aria-expanded="false" aria-label="Toggle navigation">
<span class="navbar-toggler-icon"></span>
</button>
<div class="collapse navbar-collapse" id="navbarSupportedContent">
<ul class="navbar-nav mr-auto">
<li class="nav-item active">
<a class="nav-link" href="index.html">Home</a>
</li>
<li class="nav-item">
<a class="nav-link" href="getting-started.html">Getting Started</a>
</li>
<li class="nav-item">
<a class="nav-link" href="#">Features <span class="sr-only">(current)</span></a>
</li>
<li class="nav-item dropdown">
<a class="nav-link dropdown-toggle" id="navbarDropdown" role="button" data-toggle="dropdown" aria-haspopup="true" aria-expanded="false">
AI Character Introduction
</a>
<div class="dropdown-menu" aria-labelledby="navbarDropdown">
<a class="dropdown-item" href="aic/overview.html">Overview</a>
<div class="dropdown-divider"></div>
<a class="dropdown-item" href="aic/detailed.html">AI Personality Values</a>
<a class="dropdown-item" href="aic/field-values.html">AIC Field Values</a>
</div>
</li>
<li class="nav-item">
<a class="nav-link" href="aiv.html">AI Castle Introduction</a>
</li>
<li class="nav-item">
<a class="nav-link" href="contributing.html">Contributing</a>
</li>
<li class="nav-item">
<a class="nav-link" href="faq.html">FAQ</a>
</li>
</ul>
</div>
</nav>
<div class="header">
<h4 class="text-center">Latest Version: UCP 3
<a href="https://github.com/UnofficialCrusaderPatch/UnofficialCrusaderPatch"><i class="fab fa-github"></i></a>
<a class="latest-release" href="https://github.com/UnofficialCrusaderPatch/UnofficialCrusaderPatch/releases">releases</a>
<a class="latest-release" href="https://github.com/UnofficialCrusaderPatch/UCP3-GUI/releases/download/v1.0.11/UCP3-GUI_1.0.11_x64-setup.exe">download</a>
<a href="https://discord.gg/P9dkF38Q2t"><img src="https://discordapp.com/api/guilds/426318193603117057/widget.png?style=shield"></a>
</h4>
</div>
<hr class="header-divider">
<div id="feature-header">
<h4 class="text-center">Description of UCP Selectable Features</h4>
<h6 class="text-center"><b><i>Note all changes listed below are optional</i></b></h6>
</div>
<div id="feature-content" class="">
<div id="feature-header">
<h4 class="text-center"><span id="feature-bugfix-header">Bugfixes</span>
<div id="feature-dropdown" class="dropdown show float-right">
<a class="btn btn-secondary dropdown-toggle" href="#" role="button" id="dropdownMenuLink" data-toggle="dropdown" aria-haspopup="true" aria-expanded="false">
Filter
</a>
<div class="feature-filter dropdown-menu dropdown-menu-right" aria-labelledby="dropdownMenuLink">
<label class="dropdown-item">
<input id="feature-filter-bugfix" type="checkbox" checked> Bugfixes
</label>
<label class="dropdown-item">
<input id="feature-filter-ai" type="checkbox" checked> AI Lord Behavior Changes
</label>
<label class="dropdown-item">
<input id="feature-filter-unit" type="checkbox" checked> Unit Modifications
</label>
<label class="dropdown-item">
<input id="feature-filter-misc" type="checkbox" checked> Miscellaneous
</label>
</div>
</div>
</h4>
</div>
<div class="row feature-bugfix">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Fire ballistas shoot monks and tunnelers</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Fire ballistas automatically shoot at monks and tunnelers.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>No demolishing of inaccessible buildings</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Prevents the AI from demolishing buildings without access. This should
stop the AI from continuously demolishing and rebuilding buildings where no
access is available.
</div>
</div>
</div>
</div>
<div class="row feature-bugfix">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Fix reinforcement of defense troops</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Fixes a bug which stopped the AI from reinforcing missing troops
on walls and towers, as long as defensive patrols were still around.
Moreover, the probability for AIs to recruit defensive troops was generally
increased, as this value was zero for some AIs.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Disable ox tether spam</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Usually, the AI builds for each new stone quarry a new ox tether,
independent of how many tether already exist. This can be disabled here, since
it leads to ox tether spam if the AIs' quarries get destroyed repeatedly.
</div>
</div>
</div>
</div>
<div class="row feature-bugfix">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Buy enough wood</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
To prevent thievish fletchers from stealing wood which the AI just bought for
buildings, 2 extra wood will now be bought for each building.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>No limit for siege engines on towers</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Usually the AI only builds up to three mangonels and ballistae each on its towers.
This limit can be lifted here.
</div>
</div>
</div>
</div>
<div class="row feature-bugfix">
<div class="col-lg-6">
<div class="card feature-title">
<h5>No AI target change during sieges</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
AI lords which attack the mightiest or the weakest enemy sometimes
switch their target in the middle of an ongoing assault and send their
troops to a different castle. This is prevented with this setting, as soon
as the assault has started, i.e. during the troop gathering phase in front of
a castle a change can still happen.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Improved AI repairs</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
The AI will repair tower ruins, slightly damaged walls, as well as
destroyed engineer's and tunneler's guilds and oil smelters, of which the gathering place
still exists. Furthermore, the AI can now build over the collection platform
of quarries.
</div>
</div>
</div>
</div>
<div class="row feature-bugfix">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Fix AI not using laddermen if they are enclosed</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
AI (notably Snake) no longer stops using Laddermen with their sieging units if their keep is enclosed.
</div>
</div>
</div>
<!-- <div class="col-lg-6">
<div class="card feature-title">
<h5> </h5>
<hr class="feature-divider">
<div class="card-body feature-body">
</div>
</div>
</div> -->
</div>
<div id="feature-header">
<h4 class="text-center" id="feature-ai-header">AI Lord Behavior Changes</h4>
</div>
<div class="row feature-ai">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Increase of the attacking troops limit of the AIs</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
The number of additional units which are added after the first attack is
limited to 200 in Vanilla. With this option you can change the limit.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Improved attack waves</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
The AI in an attack in vanilla only sends as many troops at once as
there are wall parts reachable. This causes units to drop in in small waves
when the target castle has a lot of buildings directly at its walls.
This option makes units also attack civil and fortification buildings, as
well as wall parts which are already being attacked by one unit. Moreover,
the AI sends more troops to the enemy lord as soon as it detects a breach.
</div>
</div>
</div>
</div>
<div class="row feature-ai">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Set AI attack target</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
With this setting, all AI lords will choose their next attack target in
the same way. This prevents troops switching targets during a castle assault
as well as sending them past other enemies' castles to gather.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Disable sleeping mode for lack of resources</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
The AI usually puts its processing buildings to sleep, as soon
as the needed resource is missing. This is done without the regard for
losing products which are just on the way f.e. to the weapon chamber.
This feature can be completely disabled here.
</div>
</div>
</div>
</div>
<div class="row feature-ai">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Deactivate demolishing for money of the AI lords</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
If the AI feels pressured, it likes to demolish its economy or
fortification buildings to get quick money for troops. This feature sometimes
seems to be triggered without any visible reason and thus can be disabled here.
<br><br>
Can be applied to:
<ul>
<li>fortification buildings</li>
<li>economy buildings</li>
<li>walls</li>
</ul>
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Increase of the rate of additional attack troops</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
In Vanilla the attack troop number is increased after each attack by 5
units on average. This value is the same for all AI lords and can be changed.
<br><br>
Alternatively, the additional troop count can be made dependent on the
troop count of the first attack. Since this value is different for each AI,
the following attacks will also scale, instead of increasing by the same value
for each AI lord.<br><br>
For example: Scale factor = 0.5<br>
Sultan's attack troops = 10, 15, 20, 25, ...<br>
Saladin's attack troops = 50, 75, 100, 125, ...
</div>
</div>
</div>
</div>
<div class="row feature-ai">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Increased recruitment speed</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Sets the recruitment interval of all AIs to the lowest value (Rat/Richard level)
</div>
</div>
</div>
<!-- <div class="col-lg-6">
<div class="card feature-title">
<h5> </h5>
<hr class="feature-divider">
<div class="card-body feature-body">
</div>
</div>
</div> -->
</div>
<div id="feature-header">
<h4 class="text-center" id="feature-unit-header">Unit Modifications</h4>
</div>
<div class="row feature-unit">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Increased armor of laddermen against ranged units</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Changes that can be applied include:
<ul>
<li>Laddermen die after 12 arrow hits instead of 5</li>
<li>Laddermen die after 5 crossbow or slinger hits instead of 2</li>
<li>Laddermen cost 20 gold instead of 4</li>
</ul>
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Increased armor of Arabic Swordsmen against crossbows</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Arabic Swordsmen only die after 6 crossbow hits instead of 3
</div>
</div>
</div>
</div>
<div class="row feature-unit">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Arabic Swordsmen destroy walls faster</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
In Vanilla, Arabic swordsmen destroy walls slower than any other melee unit.
With this option, the tear down speed against walls is about doubled for them,
putting them slightly above Spearmen.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Increased armor of spearmen against ranged units</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
<ul>
<li>Spearmen only die after 5 arrow hits instead of 3</li>
<li>Spearmen barely survive one crossbow hit, instead of getting one-shot</li>
</ul>
</div>
</div>
</div>
</div>
<div id="feature-header">
<h4 class="text-center" id="feature-misc-header">Miscellaneous</h4>
</div>
<div class="row feature-misc">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Extend fireproof duration of extinguished buildings</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
The duration in which extinguished buildings cannot catch fire again can be extended here.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Remove the magic bar in Extreme</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Removes the magic bar in Crusader Extreme.
</div>
</div>
</div>
</div>
<div class="row feature-misc">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Change the color of player 1</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Allows change of the color of player 1 to one of the other colors
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>WASD-Keys and quicksaves</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
The WASD-keys can be used to move around with this setting as well as
CTRL-S and CTRL-L to quicksave and load respectively.
</div>
</div>
</div>
</div>
<div class="row feature-misc">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Override the Set-up Identity menu adding new features</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Adds Ranged and Melee unit selection to Set-up Identity menu. ONLY FOR NORMAL GAME MODE!
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Healer heals casualties</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
The healer of the apothecary building now actively seeks out injured soldiers,
civilists and animals to heal them. The nearest targets are treated first. With each
healing animation ca. 1/3 of a spearman's health is recovered. The strolling through
gardens and investigation of plague clouds is not replaced! Only the strolling through
the castle is skipped until no more wounded targets are in the area.
</div>
</div>
</div>
</div>
<div class="row feature-misc">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Free trader post</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Since the AI sometimes plays itself, when they're out of wood and their trader post
is destroyed. With this setting, the trader post will become free of cost to prevent this.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>No siege tent deselection</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
With this setting, the game will not deselect your chosen siege equipment
after placing one tent anymore. This way you can create several tents after another
without having to reselect the same siege equipment every time.
</div>
</div>
</div>
</div>
<div class="row feature-misc">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Always show planned moat</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Your own placed but not digged out moat will always be shown with this
setting, even if you deselect the moat placing.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Extended game speed limits</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
The game speed can now be changed as follows:
<ul>
<li>From 10 to 90 in intervals of 5</li>
<li>From 90 to 200 in intervals of 10</li>
<li>From 200 to 1000 in intervals of 100</li>
</ul>
The new values are only available ingame via the +- keys, the slider in the
game menu remains unchanged.
</div>
</div>
</div>
</div>
<div class="row feature-misc">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Quicker responsiveness of gates towards enemies</h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Gates close themselves later if enemies get into range and open faster
when the danger is gone. The distance of an enemy for which the gates close
will be reduced from 200 to 140. The time after which the gates open, after
all enemies left will be reduced from 1200 to 100.
</div>
</div>
</div>
<div class="col-lg-6">
<div class="card feature-title">
<h5>Activate Spectator-mode <i>[bug possible]</i></h5>
<hr class="feature-divider">
<div class="card-body feature-body">
Removes player 1 so that you can only spectate and makes 8 AIs in one
round possible. Savegames now load properly in this mode. Sometimes a bug
appears in which random objects spawn all over the map. This is just visually
and can be removed by saving the game, ending the mission and reloading the
save file.
</div>
</div>
</div>
</div>
<div class="row feature-misc">
<div class="col-lg-6">
<div class="card feature-title">
<h5>Fix armory/marketplace weapon orders to match</h5>
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Reorders Weapon icons in Armory and Marketplace to have the same order.
Also moves Leather Armor between Mace and Crossbow, and moves Metal Armor between Polearm and Sword for easier access while in Marketplace scrolling through items.
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<h5>Set default multiplayer speed.</h5>
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Allows you to set default multiplayer speed.
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<h5>Strongholdify</h5>
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<ul>
<li>Peasant spawn rate</li>
<li>Popularity bonus from beer</li>
<li>Quantity of delivered resources</li>
<li>Popularity bonus from cathedral and church</li>
<li>Adapts listed aspects to match Stronghold 1. Attention: Every change influences the AI lords, in the worst case renders them useless!</li>
</ul>
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