serjeant is the archaic form. You spell it with the "j" and it's just like being at a renaissance fair, sorry faire
Anyway Valentines Day has come and gone and still no new version of M&B. So I'm going to try and have an experimental version out in the next few days. I know as soon as I do this the new version of M&B will come out but I'm tired of waiting.
I'm going to keep it simple so no new, or very minimal, artwork and items.
Factions are being reworked. Maybe you'll like it and maybe you won't. I'm trying to do something roughly based on the Baltic region. I'm not going for a 100% historical mod just something in the ballpark.
Swadia will roughly parallel the Teutonic Order. Vaegir's are based on the Kievan Rus/Novogordians/Poles mostly the Kievan Rus. Kherghits are central Asian nomads.
Nords will be Medieval Scandinavians. So yes the Viking Age is finally over. They will be getting some knights and crossbowmen.
Rhodoks will be based off the Prussians/Estonians/Finno-Ugarians/Baltic tribes in their own version of the Prussian Revolt. They're getting overhauled and their lands are going to be more hilly and possibly wooded. Giving them polearms doesn't seem to make them anti-cavalry troops so let's see what altering the battlefield does.
Please add your feedback on fighting in forests to this thread http://forums.taleworlds.com/index.php/topic,33602.msg868250.html
Next the recruitment system has been changed and the troop trees are being overhauled. As I mentioned a few posts back I'm going to class based troop trees. Troop names will be kept extremely simple. I've been playing a few of the historical mods that use cultural troops names without providing any documentation on what they are and it irritates the hell out of me. How am I supposed to know if I upgrade my weird named recruit to an Oogleygoogley he'll be archer and a Googleyoogley is foot soldier who upgrades to cavalry.
I'll try to describe the recruitment system. Each faction will have 10 slots with the 3 class recruit types spread out through them from low to high. Something like this for example:
1. low 2. low 3. low 4. middle 5. middle 6. middle 7. middle 8. upper 9. upper 10. upper
This hopefully will let me balance or make each faction unique by adjusting the quantity of the different classes. The Nords will have a smaller chance of getting upper class recruits to represent a smaller and poorer noble class. The Swadians are conquerers so will have more lower class and upper class recruits but a smaller middle class. This will hopefully represent subject peasants and knights flocking to their banner in search of the three G's but a slower inflow of middle class colonists or native "converts".
The actual math as it stands now is Player Relation/16 + random number between 0 and 4 or 0-6 + 0-4(minimum of 1). That is assuming village relations max at 100. I'm not sure how well this will work but it's easy to change the numbers if it doesn't work well.
Lastly mercenaries. They will be static as in no more upgrades. Levels will be in the 15-20 range so they won't be better than your top notch faction troops. Also I'm adding them into the AI faction armies. Did it strike anyone else as odd that there's all these mercenaries but the only ones working are Caravan Guards?
About the only thing I can think of is I've made spears and the like either 1 handed or 2 handed. No more 1H/2H. The ~25% speed and damage penalty makes them impossible to balance. They either suck when used 1 handed or are overpowered when used 2 handed.
Lancing, personally I got bored with it many versions ago. But some of you still haven't yet and would only be a few minutes effort to compile an alternate item_kinds1.txt if there's a demand for it. It'd just require you to replace the default one and edit one line in the module.ini.