Some observations and suggestions. I'll add more down the line. This is currently based on 300+ days of campaigning.
- The Danes and Norwegians (propably Friese too) never leave their property. Not much of a Viking Conquest in a game called Viking Conquest at the moment.
I could see that you guys maybe intended the player becoming a marschal and lead them on the raids across the sea, but unnecessary reputation loss mechanics for pagans (like the monestaries for example) make this hard to realize or nearly impossible in a longer running campaign. This is a really big issue imho.
- Coastal villages should be attackable from sea too, not just cities.
You're showing in the Story Campaign that it's possible.
- I strongly suggest to remove the reputation loss from raiding monasteries completely for pagans and not just reduce it.
Instead, let all christian lords (not factions) start with negative relations towards your pagan character so you have to work a little harder than a christian to gain their trust. You could always convert to christianity too if you prefer siding with them.
- The recruitment option of raiding viking parties (Danish Elite Vikingr for example) should be based on being pagan instead of negative reputation.
Make the chance of success and price tag being based on your renown instead perhaps or just purely random. This would make much more sense in many instances. If you're not intending to do something about it, at least rename them. Make clear that those warbands are outlaws/renegades/rogue vikings. I'd personally pefer the first option though.
- The option to buy acres of land should be added someday.
If it was originally a mod, perhaps let yourself be "inspired" by it and realize your own vision of such a mechanic.
- Please! Please find someone on your team who reworks the stats and prices/value on items.
There is so much that doesn't make any sense at the moment... I can't even comprehend some of the stuff I've seen. It's cringe worthy.
- Your enemies should be able to attack your Refuge
I'm not sure if that's already the case. Taking a wild guess based on my Brytenwalda mod expierence that it is not.
- Add a Freelancer-esque mechanic
Being able to fight in a Lord's army and rise in the ranks would add alot to the table. Don't copy the mod, do your own thing with own additions and quirks.
- Add hunting/fishing/whaling
Yes, also inspired by your mod. Being able to hunt game, fish or even go whaling would be cool.
- More weather variety
Didn't see it snowing yet. But I had thunderstorms without any rain (bug?).
- The Danes and Norwegians (propably Friese too) never leave their property. Not much of a Viking Conquest in a game called Viking Conquest at the moment.
I could see that you guys maybe intended the player becoming a marschal and lead them on the raids across the sea, but unnecessary reputation loss mechanics for pagans (like the monestaries for example) make this hard to realize or nearly impossible in a longer running campaign. This is a really big issue imho.
- Coastal villages should be attackable from sea too, not just cities.
You're showing in the Story Campaign that it's possible.
- I strongly suggest to remove the reputation loss from raiding monasteries completely for pagans and not just reduce it.
Instead, let all christian lords (not factions) start with negative relations towards your pagan character so you have to work a little harder than a christian to gain their trust. You could always convert to christianity too if you prefer siding with them.
- The recruitment option of raiding viking parties (Danish Elite Vikingr for example) should be based on being pagan instead of negative reputation.
Make the chance of success and price tag being based on your renown instead perhaps or just purely random. This would make much more sense in many instances. If you're not intending to do something about it, at least rename them. Make clear that those warbands are outlaws/renegades/rogue vikings. I'd personally pefer the first option though.
- The option to buy acres of land should be added someday.
If it was originally a mod, perhaps let yourself be "inspired" by it and realize your own vision of such a mechanic.
- Please! Please find someone on your team who reworks the stats and prices/value on items.
There is so much that doesn't make any sense at the moment... I can't even comprehend some of the stuff I've seen. It's cringe worthy.
- Your enemies should be able to attack your Refuge
I'm not sure if that's already the case. Taking a wild guess based on my Brytenwalda mod expierence that it is not.
- Add a Freelancer-esque mechanic
Being able to fight in a Lord's army and rise in the ranks would add alot to the table. Don't copy the mod, do your own thing with own additions and quirks.
- Add hunting/fishing/whaling
Yes, also inspired by your mod. Being able to hunt game, fish or even go whaling would be cool.
- More weather variety
Didn't see it snowing yet. But I had thunderstorms without any rain (bug?).