Kinsume
Knight
This is a mini-mod of sorts that will only affect the Floris Expanded Mod 2.5 with the Expanded Troop Tree. It does several key things to help balance the mod and improve the gameplay. Note that this mod may or may not be incorporated into the main game, these are simply changes I will be making, and things I will be adding in order to improve the gameplay.
Version 1.1 Changes (In Progress)
Version 1.0 Changes
Downloads
Install Instructions
Compatibility
Version 1.1 Changes (In Progress)
-Increase weekly wages for troops by 50%
-Change Persuasion skill to Charisma based
-Change Looting to a Personal skill
-Make Looting directly affect the random loot gained after a battle
-Change Shield to Strength Based
-Buffing Tactics to 2 troop difference per 1 point in tactics
-Nerfing max size of bandit parties
-Make it so bandits can't recruit from prisoners
-Increase max size of faction patrols
-Ability to release Lords that are already prisoners when you talk to them in party menu
-Adding new bandit upgrade paths
-Adding higher tier bandits to bandit parties
-Change Persuasion skill to Charisma based
-Change Looting to a Personal skill
-Make Looting directly affect the random loot gained after a battle
-Change Shield to Strength Based
-Buffing Tactics to 2 troop difference per 1 point in tactics
-Nerfing max size of bandit parties
-Make it so bandits can't recruit from prisoners
-Increase max size of faction patrols
-Ability to release Lords that are already prisoners when you talk to them in party menu
-Adding new bandit upgrade paths
-Adding higher tier bandits to bandit parties
Version 1.0 Changes
1. Bows/Crossbows all received a nerf to their accuracy from the default 99% to 80%
-This makes them much less deadly at ridiculous ranges, like those 300 meter headshots they were getting on units.
2. All bandits received a nerf to their proficiencies to a flat 100 for 1h and bow/crossbow based on which they used.
-This was a 20-50 point nerf depending on which one you look at, coupled with the accuracy nerf this makes bandit groups still deadly, but manageable.
3. Every bow with a Power Draw of 3 or lower had its damage type changed to Cut instead of Pierce. PD 4 and higher bows still have Pierce for their damage type.
-As things were before, tier 3 and 4 archers were able to kill tier 5-7 units no problem due to them having piercing damage, now they still do sufficient damage to units around their tier, but significantly less versus higher tiered units. At the same time Tier 5, 6 and 7 archers maintain their Pierce damage type so they still rip through everything. Bandits were considered a tier 3 units, and as such were affected by this nerf as well.
4. There is now a Shield Skill rank requirement for most shields in the game. The rank is based upon the shield's resistance and scales from Shield Rank 0 to Shield Rank 4.
-No longer will you be able to build a pure Int character and use the best shields in the game to defend yourself. At the same time, Str/Agi based characters will be much more suited for combat.
5. The strength requirements needed to equip most armors in the game have been increased significantly. This varies from 7 str to 18 str required to equip them, based upon the armor's tier.
-Now a player must really decide between taking the utility of Int or the new utility of Str/Agi in terms of better armor/shields.
6. Nord Archers of all tiers had their throwing axes removed and replaced with a Bow/Arrows.
-Tier 3 and 4 Nord archers get the Nord bow which deals cutting damage, while Tier 5, 6, and 7 get the Strong Nord Bow which deals piercing damage. Their Power Draw and Archery Proficiencies were also increased to match their tiers.
7. Nord Infantry gets a 20 proficiency boost on their used meele weapon of focus and throwing weapons, as well as an additional skill point of ironflesh and shield.
-The reason Nords don't receive any cavalry units and their archers are mediocre at best is because they were supposed to have the strongest infantry units. As things were previously, this was not the case at all, hence the primary reason why the Nords were infact the weakest faction and got walked over.
Some things to note, with these new changes you'll no longer be able to run around with low strength and still equip the best armors in the game. A player with only 9 strength will only be capable of equipping armors with defenses of 20-29 in the case of body armor/helmets, and even less in the case of boots/gloves.
Tier/Str Requirement Charts Used
Shield Tiers (Based on Resistance):
Tier 0 = 0-3 Resistance
Tier 1 = 3-7 Resistance
Tier 2 = 8-12 Resistance
Tier 3 = 13-16 Resistance
Tier 4 = 17-21 Resistance
Shield Skill Requirements:
Tier 0 = Requires Shield skill rank 0
Tier 1 = Requires Shield skill rank 1
Tier 2 = Requires Shield skill rank 2
Tier 3 = Requires Shield skill rank 3
Tier 4 = Requires Shield skill rank 4
Armor Strength Increase:
Chestpiece and Helmet
Tier 0 = >10 armor
Tier 1 = 10-19 armor
Tier 2 = 20-29 armor
Tier 3 = 30-39 armor
Tier 4 = 40-49 armor
Tier 5 = 50+ armor
Gloves
Tier 0 = 0 armor
Tier 1 = 1-2 armor
Tier 2 = 3-4 armor
Tier 3 = 5-6 armor
Tier 4 = 7- 8 armor
Tier 5 = 9+ armor
Boots
Tier 0 = >9 armor
Tier 1 = 10-14 armor
Tier 2 = 15-19 armor
Tier 3 = 20-24 armor
Tier 4 = 25-29 armor
Tier 5 = 30+ armor
Strength Requirements for Armors:
Tier 0 = No requirement
Tier 1 = 7 Strength
Tier 2 = 9 Strength
Tier 3 = 12 Strength
Tier 4 = 15 Strength
Tier 5 = 18 Strength
-This makes them much less deadly at ridiculous ranges, like those 300 meter headshots they were getting on units.
2. All bandits received a nerf to their proficiencies to a flat 100 for 1h and bow/crossbow based on which they used.
-This was a 20-50 point nerf depending on which one you look at, coupled with the accuracy nerf this makes bandit groups still deadly, but manageable.
3. Every bow with a Power Draw of 3 or lower had its damage type changed to Cut instead of Pierce. PD 4 and higher bows still have Pierce for their damage type.
-As things were before, tier 3 and 4 archers were able to kill tier 5-7 units no problem due to them having piercing damage, now they still do sufficient damage to units around their tier, but significantly less versus higher tiered units. At the same time Tier 5, 6 and 7 archers maintain their Pierce damage type so they still rip through everything. Bandits were considered a tier 3 units, and as such were affected by this nerf as well.
4. There is now a Shield Skill rank requirement for most shields in the game. The rank is based upon the shield's resistance and scales from Shield Rank 0 to Shield Rank 4.
-No longer will you be able to build a pure Int character and use the best shields in the game to defend yourself. At the same time, Str/Agi based characters will be much more suited for combat.
5. The strength requirements needed to equip most armors in the game have been increased significantly. This varies from 7 str to 18 str required to equip them, based upon the armor's tier.
-Now a player must really decide between taking the utility of Int or the new utility of Str/Agi in terms of better armor/shields.
6. Nord Archers of all tiers had their throwing axes removed and replaced with a Bow/Arrows.
-Tier 3 and 4 Nord archers get the Nord bow which deals cutting damage, while Tier 5, 6, and 7 get the Strong Nord Bow which deals piercing damage. Their Power Draw and Archery Proficiencies were also increased to match their tiers.
7. Nord Infantry gets a 20 proficiency boost on their used meele weapon of focus and throwing weapons, as well as an additional skill point of ironflesh and shield.
-The reason Nords don't receive any cavalry units and their archers are mediocre at best is because they were supposed to have the strongest infantry units. As things were previously, this was not the case at all, hence the primary reason why the Nords were infact the weakest faction and got walked over.
Some things to note, with these new changes you'll no longer be able to run around with low strength and still equip the best armors in the game. A player with only 9 strength will only be capable of equipping armors with defenses of 20-29 in the case of body armor/helmets, and even less in the case of boots/gloves.
Tier/Str Requirement Charts Used
Shield Tiers (Based on Resistance):
Tier 0 = 0-3 Resistance
Tier 1 = 3-7 Resistance
Tier 2 = 8-12 Resistance
Tier 3 = 13-16 Resistance
Tier 4 = 17-21 Resistance
Shield Skill Requirements:
Tier 0 = Requires Shield skill rank 0
Tier 1 = Requires Shield skill rank 1
Tier 2 = Requires Shield skill rank 2
Tier 3 = Requires Shield skill rank 3
Tier 4 = Requires Shield skill rank 4
Armor Strength Increase:
Chestpiece and Helmet
Tier 0 = >10 armor
Tier 1 = 10-19 armor
Tier 2 = 20-29 armor
Tier 3 = 30-39 armor
Tier 4 = 40-49 armor
Tier 5 = 50+ armor
Gloves
Tier 0 = 0 armor
Tier 1 = 1-2 armor
Tier 2 = 3-4 armor
Tier 3 = 5-6 armor
Tier 4 = 7- 8 armor
Tier 5 = 9+ armor
Boots
Tier 0 = >9 armor
Tier 1 = 10-14 armor
Tier 2 = 15-19 armor
Tier 3 = 20-24 armor
Tier 4 = 25-29 armor
Tier 5 = 30+ armor
Strength Requirements for Armors:
Tier 0 = No requirement
Tier 1 = 7 Strength
Tier 2 = 9 Strength
Tier 3 = 12 Strength
Tier 4 = 15 Strength
Tier 5 = 18 Strength
Downloads
http://mountandblade.nexusmods.com/downloads/file.php?id=3590
Install Instructions
1.Download the file in that link
2.Unzip file with Winzip
3.Copy troops.txt and item_kinds1.txt into the mod
4.Play and enjoy
5.Ignore the .py files unless you already know what they're for
2.Unzip file with Winzip
3.Copy troops.txt and item_kinds1.txt into the mod
4.Play and enjoy
5.Ignore the .py files unless you already know what they're for
Compatibility
Currently the game IS save game compatible, however if you have companions equipped with gear before adding the files/changes from this mod then it will remain equipped even if they don't have the required stats to use them. It is up to you whether you want to abuse this fact or properly equip them for their skill levels.