Let me know if I can provide any further info, and I hope you enjoy the mod! I also release the source files in a format compatible with the VC Tweaks tool, if you want to do heavier tweaking youself. But I haven't yet published versions of them for 10.0-I'm waiting to declare the Beta finished and release a final version, which should be within a couple of weeks-so they are not available yet. Stuff like permanently happy companions, increased speed of timeflow on worldmap. Other than that, I do offer some tweak files over at Nexus (I personally don't use them, but some people like them). Hmm, well Balance Mod with normal campaign ai/hard combat ai is the preferred settings (balance mod heavily mods campaign ai's effects). If it causes any non-cosmetic problems let me know the details (I try to fix vanilla VC bugs when I can, but development is almost closed now). If NPCs spawn inside each other in taverns, it must be a vanilla VC bug, as I don't alter tavern scenes or the templates for spawns there. I intentionally left the renown requirement just for the Old Captain, and I also edited the rejection dialogue into an easter egg reference to sound like a certain gruff "old captain" from the Last Kingdom tv series (Leofric). Prior version changelogs available at the mod page. Everyone should follow the progress of his mod in development, where he is expanding the VC map to cover Europe, among other exciting changes. Taleworlds user Ryantheskinny for his conversions of Troops and Parties files. Taleworlds user Toster and everyone who participated in discussions at Taleworlds regarding marriage and courtship 赫兹, Disturbed, and Pode, and Nexus user adslhzc543, for discussions on fix for Thora dialogue.Reddit user ObeseMcDese for discussions leading to the more elite Saxon recruiting templates (when compared to Angles) Taleworlds user Eternalflame for druid sacrifice change Plain length 30 seaxes/knives made stab-only when on foot (should help seax armed troops quite a bit, as their cut damage is terrible)įixed vanilla VC bug in Thora persuasion check A couple other axes slightly tweaked to create more logical progression of length/speed/damage and balance of factions. A couple Pict/irish 1 handed axes given -1 damage. Axes made swing only (thrusting being epecially poor choice for them). Right to rule increases slowed in a couple of placesįurther +2 damage increase to 1.5 handed axes, and additional +2 for non-irish basic 1.5 handed (closing the gap a bit). Interupt damage threshold moved to warband levels (meshes better with the improved mail armor) Removed range guaranteed tag from briton champions (wasn't on any other infantry),Īltered lord random personality distribution to shift a bit more away from the worst 2 personalities Some slight increases to WP norse axe warrior ![]() Sling rocks given less ammo (decided their stats reflect better shaped rocks, and wouldn't be so easily obtainable in battlefield conditions Also slight increases to peasant sling WP of cultures that heavily use the sling Made prisoner escape check happen free of a couple of conditions (in particular, it will run periodically even during day)Īrmor performs a little better against blunt damageĪ general balancing pass on all tier 2 and above slingers, increasing many of their WP. To balance with the above, and encourage more interesting larger fights, village elders now require a good deal more money in bribes to take on the risk of involving themselves in your plots to set fires Made prison break success independent of whether the lord is conscious or unconscious (just put him on a horse or something, no need to abandon him even after all guards are dead, eliminate the video game escort quest annoyance) Saxon troop recruiting rosters made a bit more elite, to show their relative ascendancy in comparison to mercia and east anglia, and give a greater chance of them being the last kingdom to stand against (and defeat) the invading norse). Updated with changes from latest Viking Conquest release, 2.044įixed vanilla VC bug where AI kings courted ladies (includes code to make AI kings break up for current saves) IMPORTANT NOTE: 9.0 added the option to manage all settlements, to allow the player to build religious buildings or assist his lords. The only delay in making this a final release is I need time to update the readmes and upload the different versions (so in a week or so) ![]() Provided no bugs are found, I'll make it an official (and final) release.
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