Thanks,
Logos - I may have to cut some more off, and add it in to increase his long-windedness elsewhere.
Rangers - I'll get blunts in for all. I've got ranged for all in my update.
There will be a new set of ranger upgrades one line will be set as archer/horse archery, the other will be set as infantry/cav with the possibility of ranged weapons. This will mean four top end troops in the custom line, so there will be little room for all the troops in your slots.
Polearms vs lances - I'll have to check the autoloot functionality to see if I have a good spot to differentiate.
Loot - yes, loot is crappy, there is an always loot config for items that I might see how it works.
If you are using the RCM data then bows are strange. If you are using regular then bows work great against lesser armored opponents.
Ability to join in is based on relations with both factions. Black Khergits right now start at 0 and go to -10 the first time you meet them AND peave them off. I've changed the relations some in the new version, but need to check them again. (Awali will be neutral, except against bandits.)
I'm trying to put in a couple of extra strongholds for the player to take early (bandit, dark knight), but the villagers (the closest one is always associated to the castle) have to travel to some market, and right now that market is the player. I'll try moving the village back to a faction with a town, that should do the trick. In my current test I'm trying to see if including a leader for the Dark Knights allows them to recruit the player as a lord.
I'm also looking for a way to dismount before battle (the old battle orders), perhaps using the dismount system from seiges, but I have to figure how to get it just to apply to certain troop classes from the player's party. (Companions, custom troops, cavalry, all).
mfberg