After several playthroughs, I decided to redo bandits like this:
The Unrights as a closed troop unit (no upgrades) fills a nice bandit role, no need to touch it.
The Morths on the other hand, upgrade into Spearmen in the merc line, and have way lower skills than same level Unrights. It´s logical to be able to upgrade them further into Spearmen in the merc line and now as the core Archer Bandit Unit, the "Fliming" (A fugitive in Anglo-Saxon), it´s a middle ground Archer unit, equipped with Short bows, way less poweful than other Nations archers (on par to a Sceotand Engli with 110 Archery), no shields, lightly armored, like all other nations archers, but a bit better melee unit with the capability to wield axes/scians with some skill (70), and that would be its final upgrade.
As a rare bandit unit, I added The Wearg, it only appears, in 2 bandit spawns "Band of Thieves and Murderers" and "Bandits Gang" as Bandit Leader support troops, they rare (1 to 2 max units ) so they carry The Eye-Popping amidst a bunch of LongBows in their possible spawn weapons (and possible loot) , and like an Improved version of the Flimings they use now Two Handed Axes or 1h Axes, using the best light armor and a mid tier helmet, they have 160 Archery and decent weapon skills at 100 (remember archery is not the forté of Brytenwalda for historical reasons)
So I don´t touch original troop trees, which I am very loathe to do, and just add , relatively equal units but belonging to the bandits faction.
I left Bandit leaders and Slaver Chiefs as they are, Javelin Throwers with a rare chance to drop one of the named bows, as was their original intent as explained by Idibil.
(Since it´s very rare to find Slaver Chiefs in the wild, and Bandit Leaders can already drop the Dark Hunter, and they are quite common parts of most Bandit groups, the Eye Popping has been assigned to the rare Wearg as a possible loot drop to legally include it dropping in loot drops)
Any other ideas, opinions, feel free to tell me!
Kendoman said:
Also , can't seem to import companions....how does this work?
In camp menu, export companions. Have to choose the name of the companion, which will bring you to a window like your character screen on which you can export/import same named companions, as if they were main characters, pretty easy
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So as to the upcoming changes in the next version:
-Rework of naming tags of bards, travelers and Ransom Brokers with mood adjectives to differentiate them further
-Added new .lods to several of the Bl-type shields in shield3.brf to avoid them popping out of existence when watching units carrying them and walking/riding away from them. Added up to 4 .lod´s to all those shields.
- Mercenary Captains have had Helms added to their possible gear inventory lists, they had none before.
-Fixed Villager Woman troop trees by having subsequent troop upgrades be able to shoot their included bow and arrow with skill, as their listed skill was set to 0 in vanilla despite having enough Power Draw to wield them.
-Added two new bandit troop types to add variety to bandit spawns and have a new way to obtain the named "Eye-popping" bow in game.
-Rework of certain tavern npc´s inventories to avoid making them look like clones of each other
-Fix of several scenes in static areas of the map that had mismatching trees/rocks/items floating around or at unseemly angles (Quarry, all training camps and training fields within them, monid crobh)
-Altered some party templates to include the new two bandit troops
-More general polishing of item_kinds1.txt
TO DO List:
- Fix Red Cloak clipping issue
As usual working on the nights when I come home, so remember to tell me anything you see amiss in game please! If it´s within my power to fix I will look into it! You will win a cookie if you help