1.5.10 Athletics to slow for you? Here a solution

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1. Install DNSpy or Visual Studio
2. Open the TalesWorldCampaign.dll
3. Search in this .dll after the "DefaultSkillEffects" class
4. Change in this class the numbers, regarding Athletic, by right clicking the Method "InitializeALL" and than press "C# to work with method"
5. Save your changed code

Code:
private void InitializeAll()
        {
            this.EffectOneHandedSpeed = new SkillEffect(new TextObject("{=hjxRvb9l}One handed weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.OneHanded
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectOneHandedDamage = new SkillEffect(new TextObject("{=baUFKAbd}One handed weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.OneHanded
            }, SkillEffect.PerkRole.Personal, 0.15f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTwoHandedSpeed = new SkillEffect(new TextObject("{=Np94rYMz}Two handed weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.TwoHanded
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTwoHandedDamage = new SkillEffect(new TextObject("{=QkbbLb4v}Two handed weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.TwoHanded
            }, SkillEffect.PerkRole.Personal, 0.16f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectPolearmSpeed = new SkillEffect(new TextObject("{=2ATI9qVM}Polearm weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Polearm
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectPolearmDamage = new SkillEffect(new TextObject("{=17cIGVQE}Polearm weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Polearm
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectBowLevel = new SkillEffect(new TextObject("{=XN7BX0qP}Max usable bow difficulty: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Bow
            }, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectBowDamage = new SkillEffect(new TextObject("{=RUZHJMQO}Bow Damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Bow
            }, SkillEffect.PerkRole.Personal, 0.11f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectBowAccuracy = new SkillEffect(new TextObject("{=sQCS90Wq}Bow Accuracy: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Bow
            }, SkillEffect.PerkRole.Personal, 0.09f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectThrowingSpeed = new SkillEffect(new TextObject("{=Z0CoeojG}Thrown weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Throwing
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectThrowingDamage = new SkillEffect(new TextObject("{=TQMGppEk}Thrown weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Throwing
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectThrowingAccuracy = new SkillEffect(new TextObject("{=SfKrjKuO}Thrown weapon accuracy: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Throwing
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectCrossbowReloadSpeed = new SkillEffect(new TextObject("{=W0Zu4iDz}Crossbow reload speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Crossbow
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectCrossbowAccuracy = new SkillEffect(new TextObject("{=JwWnpD40}Crossbow accuracy: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Crossbow
            }, SkillEffect.PerkRole.Personal, 0.05f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseLevel = new SkillEffect(new TextObject("{=8uBbbwY9}Max mount difficulty: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseSpeed = new SkillEffect(new TextObject("{=Y07OcP1T}Horse speed: +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseManeuver = new SkillEffect(new TextObject("{=AahNTeXY}Horse maneuver: +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, 0.04f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseWeaponDamagePenalty = new SkillEffect(new TextObject("{=0dbwEczK}Mounted weapon damage penalty: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, -0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 20f, 0f);
            this.EffectHorseWeaponSpeedPenalty = new SkillEffect(new TextObject("{=oE5etyy0}Mounted weapon speed & reload penalty: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, -0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 20f, 0f);
            this.EffectAthleticsSpeedFactor = new SkillEffect(new TextObject("{=rgb6vdon}Running speed increased by {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectAthleticsWeightFactor = new SkillEffect(new TextObject("{=WaUuhxwv}Weight penalty reduced by: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectSmithingLevel = new SkillEffect(new TextObject("{=ImN8Cfk6}Max difficulty of weapon that can be smithed without penalty: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Crafting
            }, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTacticsAdvantage = new SkillEffect(new TextObject("{=XO3SOlZx}Simulation advantage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Tactics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTacticsTroopSacrificeReduction = new SkillEffect(new TextObject("{=VHdyQYKI}Decrease the sacrificed troop number when trying to get away +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Tactics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTrackingRadius = new SkillEffect(new TextObject("{=kqJipMqc}Track detection radius +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 0.1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectTrackingLevel = new SkillEffect(new TextObject("{=aGecGUub}Max track difficulty that can be detected:  {a0}", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 1f, SkillEffect.PerkRole.None, 1f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectTrackingSpottingDistance = new SkillEffect(new TextObject("{=lbrOAvKj}Spotting distance +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 0.06f, SkillEffect.PerkRole.None, 0.03f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectTrackingTrackInformation = new SkillEffect(new TextObject("{=uNls3bOP}Track information level: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 0.04f, SkillEffect.PerkRole.None, 0.03f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectRogueryLootBonus = new SkillEffect(new TextObject("{=bN3bLDb2}Battle Loot +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Roguery
            }, SkillEffect.PerkRole.PartyLeader, 0.25f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectCharmRelationBonus = new SkillEffect(new TextObject("{=c5dsio8Q}Relation increase with NPCs +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Charm
            }, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTradePenaltyReduction = new SkillEffect(new TextObject("{=uq7JwT1Z}Trade penalty Reduction +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Trade
            }, SkillEffect.PerkRole.PartyLeader, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectLeadershipMoraleBonus = new SkillEffect(new TextObject("{=n3bFiuVu}Increase morale of the parties under your command +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Leadership
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectLeadershipGarrisonSizeBonus = new SkillEffect(new TextObject("{=cSt26auo}Increase garrison size by +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Leadership
            }, SkillEffect.PerkRole.Personal, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectSurgeonSurvivalBonus = new SkillEffect(new TextObject("{=w4BzNJYl}Casualty survival chance +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Surgeon, 0.01f, SkillEffect.PerkRole.None, 0.01f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectHealingRateBonusForHeroes = new SkillEffect(new TextObject("{=fUvs4g40}Healing rate increase for heroes +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Surgeon, 0.5f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHealingRateBonusForRegulars = new SkillEffect(new TextObject("{=A310vHqJ}Healing rate increase for troops +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Surgeon, 1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectGovernorHealingRateBonus = new SkillEffect(new TextObject("{=6mQGst9s}Healing rate increase +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Governor, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectSiegeEngineProductionBonus = new SkillEffect(new TextObject("{=spbYlf0y}Faster siege engine production +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Engineering
            }, SkillEffect.PerkRole.Engineer, 0.1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTownProjectBuildingBonus = new SkillEffect(new TextObject("{=2paRqO8u}Faster building production +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Engineering
            }, SkillEffect.PerkRole.Governor, 0.25f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectStewardPartySizeBonus = new SkillEffect(new TextObject("{=jNDUXetG}Increase party size by +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Steward
            }, SkillEffect.PerkRole.Quartermaster, 0.25f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectEngineerLevel = new SkillEffect(new TextObject("{=aQduWCrg}Max difficulty of siege engine that can be built: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Engineering
            }, SkillEffect.PerkRole.Engineer, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
        }



And here the fragment you would like to change
Code:
 this.EffectAthleticsSpeedFactor = new SkillEffect(new TextObject("{=rgb6vdon}Running speed increased by {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectAthleticsWeightFactor = new SkillEffect(new TextObject("{=WaUuhxwv}Weight penalty reduced by: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);


0.1f into 0.5f is just an example, better is 0.3f i think
-Stop complaining
-Peace
 
1. Install DNSpy or Visual Studio
2. Open the TalesWorldCampaign.dll
3. Search in this .dll after the "DefaultSkillEffects" class
4. Change in this class the numbers, regarding Athletic, by right clicking the Method "InitializeALL" and than press "C# to work with method"
5. Save your changed code

Code:
private void InitializeAll()
        {
            this.EffectOneHandedSpeed = new SkillEffect(new TextObject("{=hjxRvb9l}One handed weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.OneHanded
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectOneHandedDamage = new SkillEffect(new TextObject("{=baUFKAbd}One handed weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.OneHanded
            }, SkillEffect.PerkRole.Personal, 0.15f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTwoHandedSpeed = new SkillEffect(new TextObject("{=Np94rYMz}Two handed weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.TwoHanded
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTwoHandedDamage = new SkillEffect(new TextObject("{=QkbbLb4v}Two handed weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.TwoHanded
            }, SkillEffect.PerkRole.Personal, 0.16f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectPolearmSpeed = new SkillEffect(new TextObject("{=2ATI9qVM}Polearm weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Polearm
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectPolearmDamage = new SkillEffect(new TextObject("{=17cIGVQE}Polearm weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Polearm
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectBowLevel = new SkillEffect(new TextObject("{=XN7BX0qP}Max usable bow difficulty: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Bow
            }, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectBowDamage = new SkillEffect(new TextObject("{=RUZHJMQO}Bow Damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Bow
            }, SkillEffect.PerkRole.Personal, 0.11f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectBowAccuracy = new SkillEffect(new TextObject("{=sQCS90Wq}Bow Accuracy: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Bow
            }, SkillEffect.PerkRole.Personal, 0.09f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectThrowingSpeed = new SkillEffect(new TextObject("{=Z0CoeojG}Thrown weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Throwing
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectThrowingDamage = new SkillEffect(new TextObject("{=TQMGppEk}Thrown weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Throwing
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectThrowingAccuracy = new SkillEffect(new TextObject("{=SfKrjKuO}Thrown weapon accuracy: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Throwing
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectCrossbowReloadSpeed = new SkillEffect(new TextObject("{=W0Zu4iDz}Crossbow reload speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Crossbow
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectCrossbowAccuracy = new SkillEffect(new TextObject("{=JwWnpD40}Crossbow accuracy: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Crossbow
            }, SkillEffect.PerkRole.Personal, 0.05f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseLevel = new SkillEffect(new TextObject("{=8uBbbwY9}Max mount difficulty: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseSpeed = new SkillEffect(new TextObject("{=Y07OcP1T}Horse speed: +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseManeuver = new SkillEffect(new TextObject("{=AahNTeXY}Horse maneuver: +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, 0.04f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseWeaponDamagePenalty = new SkillEffect(new TextObject("{=0dbwEczK}Mounted weapon damage penalty: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, -0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 20f, 0f);
            this.EffectHorseWeaponSpeedPenalty = new SkillEffect(new TextObject("{=oE5etyy0}Mounted weapon speed & reload penalty: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, -0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 20f, 0f);
            this.EffectAthleticsSpeedFactor = new SkillEffect(new TextObject("{=rgb6vdon}Running speed increased by {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectAthleticsWeightFactor = new SkillEffect(new TextObject("{=WaUuhxwv}Weight penalty reduced by: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectSmithingLevel = new SkillEffect(new TextObject("{=ImN8Cfk6}Max difficulty of weapon that can be smithed without penalty: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Crafting
            }, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTacticsAdvantage = new SkillEffect(new TextObject("{=XO3SOlZx}Simulation advantage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Tactics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTacticsTroopSacrificeReduction = new SkillEffect(new TextObject("{=VHdyQYKI}Decrease the sacrificed troop number when trying to get away +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Tactics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTrackingRadius = new SkillEffect(new TextObject("{=kqJipMqc}Track detection radius +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 0.1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectTrackingLevel = new SkillEffect(new TextObject("{=aGecGUub}Max track difficulty that can be detected:  {a0}", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 1f, SkillEffect.PerkRole.None, 1f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectTrackingSpottingDistance = new SkillEffect(new TextObject("{=lbrOAvKj}Spotting distance +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 0.06f, SkillEffect.PerkRole.None, 0.03f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectTrackingTrackInformation = new SkillEffect(new TextObject("{=uNls3bOP}Track information level: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 0.04f, SkillEffect.PerkRole.None, 0.03f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectRogueryLootBonus = new SkillEffect(new TextObject("{=bN3bLDb2}Battle Loot +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Roguery
            }, SkillEffect.PerkRole.PartyLeader, 0.25f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectCharmRelationBonus = new SkillEffect(new TextObject("{=c5dsio8Q}Relation increase with NPCs +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Charm
            }, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTradePenaltyReduction = new SkillEffect(new TextObject("{=uq7JwT1Z}Trade penalty Reduction +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Trade
            }, SkillEffect.PerkRole.PartyLeader, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectLeadershipMoraleBonus = new SkillEffect(new TextObject("{=n3bFiuVu}Increase morale of the parties under your command +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Leadership
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectLeadershipGarrisonSizeBonus = new SkillEffect(new TextObject("{=cSt26auo}Increase garrison size by +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Leadership
            }, SkillEffect.PerkRole.Personal, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectSurgeonSurvivalBonus = new SkillEffect(new TextObject("{=w4BzNJYl}Casualty survival chance +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Surgeon, 0.01f, SkillEffect.PerkRole.None, 0.01f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectHealingRateBonusForHeroes = new SkillEffect(new TextObject("{=fUvs4g40}Healing rate increase for heroes +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Surgeon, 0.5f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHealingRateBonusForRegulars = new SkillEffect(new TextObject("{=A310vHqJ}Healing rate increase for troops +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Surgeon, 1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectGovernorHealingRateBonus = new SkillEffect(new TextObject("{=6mQGst9s}Healing rate increase +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Governor, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectSiegeEngineProductionBonus = new SkillEffect(new TextObject("{=spbYlf0y}Faster siege engine production +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Engineering
            }, SkillEffect.PerkRole.Engineer, 0.1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTownProjectBuildingBonus = new SkillEffect(new TextObject("{=2paRqO8u}Faster building production +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Engineering
            }, SkillEffect.PerkRole.Governor, 0.25f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectStewardPartySizeBonus = new SkillEffect(new TextObject("{=jNDUXetG}Increase party size by +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Steward
            }, SkillEffect.PerkRole.Quartermaster, 0.25f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectEngineerLevel = new SkillEffect(new TextObject("{=aQduWCrg}Max difficulty of siege engine that can be built: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Engineering
            }, SkillEffect.PerkRole.Engineer, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
        }



And here the fragment you would like to change
Code:
this.EffectAthleticsSpeedFactor = new SkillEffect(new TextObject("{=rgb6vdon}Running speed increased by {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectAthleticsWeightFactor = new SkillEffect(new TextObject("{=WaUuhxwv}Weight penalty reduced by: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);


0.1f into 0.5f is just an example, better is 0.3f i think
-Stop complaining
-Peace
?
 
Though it will be also be applied to all foot troops. But your perks will have an higher impact again. If you alone want a better movement speed I would suggest to search for the "Default Perks" class and change there the bonus multiplier for the perk which gives 3% movement for example.
 

Dabos37

Sergeant Knight at Arms
1. Install DNSpy or Visual Studio
2. Open the TalesWorldCampaign.dll
3. Search in this .dll after the "DefaultSkillEffects" class
4. Change in this class the numbers, regarding Athletic, by right clicking the Method "InitializeALL" and than press "C# to work with method"
5. Save your changed code

Code:
private void InitializeAll()
        {
            this.EffectOneHandedSpeed = new SkillEffect(new TextObject("{=hjxRvb9l}One handed weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.OneHanded
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectOneHandedDamage = new SkillEffect(new TextObject("{=baUFKAbd}One handed weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.OneHanded
            }, SkillEffect.PerkRole.Personal, 0.15f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTwoHandedSpeed = new SkillEffect(new TextObject("{=Np94rYMz}Two handed weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.TwoHanded
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTwoHandedDamage = new SkillEffect(new TextObject("{=QkbbLb4v}Two handed weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.TwoHanded
            }, SkillEffect.PerkRole.Personal, 0.16f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectPolearmSpeed = new SkillEffect(new TextObject("{=2ATI9qVM}Polearm weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Polearm
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectPolearmDamage = new SkillEffect(new TextObject("{=17cIGVQE}Polearm weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Polearm
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectBowLevel = new SkillEffect(new TextObject("{=XN7BX0qP}Max usable bow difficulty: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Bow
            }, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectBowDamage = new SkillEffect(new TextObject("{=RUZHJMQO}Bow Damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Bow
            }, SkillEffect.PerkRole.Personal, 0.11f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectBowAccuracy = new SkillEffect(new TextObject("{=sQCS90Wq}Bow Accuracy: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Bow
            }, SkillEffect.PerkRole.Personal, 0.09f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectThrowingSpeed = new SkillEffect(new TextObject("{=Z0CoeojG}Thrown weapon speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Throwing
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectThrowingDamage = new SkillEffect(new TextObject("{=TQMGppEk}Thrown weapon damage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Throwing
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectThrowingAccuracy = new SkillEffect(new TextObject("{=SfKrjKuO}Thrown weapon accuracy: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Throwing
            }, SkillEffect.PerkRole.Personal, 0.06f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectCrossbowReloadSpeed = new SkillEffect(new TextObject("{=W0Zu4iDz}Crossbow reload speed: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Crossbow
            }, SkillEffect.PerkRole.Personal, 0.07f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectCrossbowAccuracy = new SkillEffect(new TextObject("{=JwWnpD40}Crossbow accuracy: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Crossbow
            }, SkillEffect.PerkRole.Personal, 0.05f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseLevel = new SkillEffect(new TextObject("{=8uBbbwY9}Max mount difficulty: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseSpeed = new SkillEffect(new TextObject("{=Y07OcP1T}Horse speed: +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseManeuver = new SkillEffect(new TextObject("{=AahNTeXY}Horse maneuver: +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, 0.04f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHorseWeaponDamagePenalty = new SkillEffect(new TextObject("{=0dbwEczK}Mounted weapon damage penalty: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, -0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 20f, 0f);
            this.EffectHorseWeaponSpeedPenalty = new SkillEffect(new TextObject("{=oE5etyy0}Mounted weapon speed & reload penalty: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Riding
            }, SkillEffect.PerkRole.Personal, -0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 20f, 0f);
            this.EffectAthleticsSpeedFactor = new SkillEffect(new TextObject("{=rgb6vdon}Running speed increased by {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectAthleticsWeightFactor = new SkillEffect(new TextObject("{=WaUuhxwv}Weight penalty reduced by: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectSmithingLevel = new SkillEffect(new TextObject("{=ImN8Cfk6}Max difficulty of weapon that can be smithed without penalty: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Crafting
            }, SkillEffect.PerkRole.Personal, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTacticsAdvantage = new SkillEffect(new TextObject("{=XO3SOlZx}Simulation advantage: +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Tactics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTacticsTroopSacrificeReduction = new SkillEffect(new TextObject("{=VHdyQYKI}Decrease the sacrificed troop number when trying to get away +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Tactics
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTrackingRadius = new SkillEffect(new TextObject("{=kqJipMqc}Track detection radius +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 0.1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectTrackingLevel = new SkillEffect(new TextObject("{=aGecGUub}Max track difficulty that can be detected:  {a0}", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 1f, SkillEffect.PerkRole.None, 1f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectTrackingSpottingDistance = new SkillEffect(new TextObject("{=lbrOAvKj}Spotting distance +{a0} %", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 0.06f, SkillEffect.PerkRole.None, 0.03f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectTrackingTrackInformation = new SkillEffect(new TextObject("{=uNls3bOP}Track information level: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Scouting
            }, SkillEffect.PerkRole.Scout, 0.04f, SkillEffect.PerkRole.None, 0.03f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectRogueryLootBonus = new SkillEffect(new TextObject("{=bN3bLDb2}Battle Loot +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Roguery
            }, SkillEffect.PerkRole.PartyLeader, 0.25f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectCharmRelationBonus = new SkillEffect(new TextObject("{=c5dsio8Q}Relation increase with NPCs +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Charm
            }, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTradePenaltyReduction = new SkillEffect(new TextObject("{=uq7JwT1Z}Trade penalty Reduction +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Trade
            }, SkillEffect.PerkRole.PartyLeader, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectLeadershipMoraleBonus = new SkillEffect(new TextObject("{=n3bFiuVu}Increase morale of the parties under your command +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Leadership
            }, SkillEffect.PerkRole.Personal, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectLeadershipGarrisonSizeBonus = new SkillEffect(new TextObject("{=cSt26auo}Increase garrison size by +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Leadership
            }, SkillEffect.PerkRole.Personal, 0.2f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectSurgeonSurvivalBonus = new SkillEffect(new TextObject("{=w4BzNJYl}Casualty survival chance +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Surgeon, 0.01f, SkillEffect.PerkRole.None, 0.01f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectHealingRateBonusForHeroes = new SkillEffect(new TextObject("{=fUvs4g40}Healing rate increase for heroes +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Surgeon, 0.5f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectHealingRateBonusForRegulars = new SkillEffect(new TextObject("{=A310vHqJ}Healing rate increase for troops +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Surgeon, 1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectGovernorHealingRateBonus = new SkillEffect(new TextObject("{=6mQGst9s}Healing rate increase +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Medicine
            }, SkillEffect.PerkRole.Governor, 0.1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectSiegeEngineProductionBonus = new SkillEffect(new TextObject("{=spbYlf0y}Faster siege engine production +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Engineering
            }, SkillEffect.PerkRole.Engineer, 0.1f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectTownProjectBuildingBonus = new SkillEffect(new TextObject("{=2paRqO8u}Faster building production +{a0}%", null), new SkillObject[]
            {
                DefaultSkills.Engineering
            }, SkillEffect.PerkRole.Governor, 0.25f, SkillEffect.PerkRole.None, 0.05f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectStewardPartySizeBonus = new SkillEffect(new TextObject("{=jNDUXetG}Increase party size by +{a0}", null), new SkillObject[]
            {
                DefaultSkills.Steward
            }, SkillEffect.PerkRole.Quartermaster, 0.25f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
            this.EffectEngineerLevel = new SkillEffect(new TextObject("{=aQduWCrg}Max difficulty of siege engine that can be built: {a0}", null), new SkillObject[]
            {
                DefaultSkills.Engineering
            }, SkillEffect.PerkRole.Engineer, 1f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.Add, 0f, 0f);
        }



And here the fragment you would like to change
Code:
this.EffectAthleticsSpeedFactor = new SkillEffect(new TextObject("{=rgb6vdon}Running speed increased by {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);
            this.EffectAthleticsWeightFactor = new SkillEffect(new TextObject("{=WaUuhxwv}Weight penalty reduced by: {a0} %", null), new SkillObject[]
            {
                DefaultSkills.Athletics
            }, SkillEffect.PerkRole.Personal, 0.5f, SkillEffect.PerkRole.None, 0f, SkillEffect.EffectIncrementType.AddFactor, 0f, 0f);


0.1f into 0.5f is just an example, better is 0.3f i think
-Stop complaining
-Peace
Beautiful.

BTW, I love the current athletic values pretty good. Soldiers were able to move excessively fast before.
 

Ananda_The_Destroyer

Grandmaster Knight
wait did they nerf athletic exp gain or speed boost?
They reduced the effect of some +speed perks and I think they slightly increased the speed bonus of the skill itself, not sure. I think the goal was more gradual increase in movement rather then sudden spike to sonic mode like many player complained about.
 
They reduced the effect of some +speed perks and I think they slightly increased the speed bonus of the skill itself, not sure. I think the goal was more gradual increase in movement rather then sudden spike to sonic mode like many player complained about.
Yep, I only testet it with 0.5f yesterday and with 100 athletics I m again speedy Gonzales. But as much as I like the drop of speed I can tell you that I have a save with 300 athletics and well some forest bandit hideout becomes a hassle as a 2h only person.
 

Apocal

Grandmaster Knight
They reduced the effect of some +speed perks and I think they slightly increased the speed bonus of the skill itself, not sure. I think the goal was more gradual increase in movement rather then sudden spike to sonic mode like many player complained about.
That sudden spike was (at least in part) due to the -30% encumbrance perk.

Not a fan of them reducing it, but I understand why.
 

Antaeus

Sergeant at Arms
They reduced the effect of some +speed perks and I think they slightly increased the speed bonus of the skill itself, not sure. I think the goal was more gradual increase in movement rather then sudden spike to sonic mode like many player complained about.

Wait... people complained... they changed things to address the complaints... now people are complaining?

That's unlike this forum at all.
 
Wait... people complained... they changed things to address the complaints... now people are complaining?

That's unlike this forum at all.
1.Since armor doesn't work, agility was a good compensation to evade missle dmg(as a two handed fighter), now even on 285 skill I must use a tunic to be as flexibly as before the patch.
2. Try to catch a fleeing looter with no Armour and a skill of 70, it is really funny, believe me

So I can see the reason why people complaining but I also see the reason why it should be it like right now
 

SlickMcDick

Recruit
Wait... people complained... they changed things to address the complaints... now people are complaining?

That's unlike this forum at all.
That's because the changes are ham fisted and suiting whoever is the loudest at the time. Squeaky wheel gets the grease and all that.

What is not accounted for are the number of people who were silent and content with how it was. Like myself.

Also a 50% alteration is incredibly overdone. That's like taking a sledgehammer to a quarter inch nail! Going from 30% armor weight reduction to 15% was too much. A happy medium would have been 20%
 

Ananda_The_Destroyer

Grandmaster Knight
That sudden spike was (at least in part) due to the -30% encumbrance perk.

Not a fan of them reducing it, but I understand why.
Yeah it's noticeable now that I got some athletics, it's not as much improvement as before, however this is more in line with what I would have expected from warband. I tried to jump onto a roof in a siege map, as is my habit to get to a good sniping spot and I fell down :smile:

That's because the changes are ham fisted and suiting whoever is the loudest at the time. Squeaky wheel gets the grease and all that.

What is not accounted for are the number of people who were silent and content with how it was. Like myself.

Also a 50% alteration is incredibly overdone. That's like taking a sledgehammer to a quarter inch nail! Going from 30% armor weight reduction to 15% was too much. A happy medium would have been 20%
Yeah I though it was non-issue since it was just a minor convenience in siege to be faster, but it did look weird. They need to slow down low tier troops now to compensate I think, you don't just take your clothes off and magically are great at running.
 

KingEroc1st

Veteran
they could have fixed this whole issue with a balancing move by doing:
1- increase over all encumbrance of gear especially armor, everything now slows you down a bit more.
2- increase over all movement speed boost from athletic. so higher lvl move faster. (this is essentially countered by higher tier troops having heavier armor)

essentially with these 2 changes done the right way. most of the units will not experience any change except those that aren't balanced.
 

Agroplode

Sergeant
What is that you say, you dont believe in magic?
Last year I skilled up Athletics hunting Haramis in the desert.
When the desert sun makes a crazy naked man go crazy and go naked. ?
Tm-WU.png
Sturgian Bandit King thinking he is captain underpants.

There is a guide on steam by Big Boxs and he made some very short videos on YT
"In-depth Guide to Powerleveling Athletics and Wrecking Cavalry" - on Steam
The YT videos are good fun and only last 1min and 2min.
 
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