New submod Standalone v21 has been released here! http://www.nexusmods.com/mbwarband/mods/5994/?
Last Update October 4, 2015.
Brytenwalda Reworked: Experience Dark Age Britain and Ireland
Brytenwalda Reworked 2015-6 Submod Description
First of all, this mod builds on all the great work done by the Brytenwalda team and seeks to keep the spirit and focus of their efforts alive. It includes all elements of Brytenwalda 1.41 with a large number of content and tweak revisions and only a small number of script revisions. I adds onto 1.41 new scripts by TML from 2013. It includes all the graphical enhancements of Brytenwalda Repolished 1.05 at the permission of Brujoloco.
The Goals and Vision of this submod:
1) To make Brytenwalda more accommodating to newcomers while keeping the intricate historical and political character of the submod alive. 1.41 and Repolished are intentionally realistic, meant to simulate the reality of struggling in the dark ages. It also gets boring quickly to some.
The competition in payer attention from games is much higher than it was 4 years ago. Players expect to accomplish something in an open world like this within 7 days of playing.
2) To allow players to accomplish things in a shorter period of time. The time frame I have in mind is 1.1 game years to the founding of a kingdom on easy settings and a significant reduction for other settings. The majority of the script tweaks will make the game about 15% easier on settings. Money will be about 15% easier to make. You will need that and far more to successfully hold onto a kingdom.
3) Make the late game accessible. For me, the running one’s own kingdom is the most exciting part of this mod. However, doing this without cheating seems virtually impossible. Holding onto a kingdom established without more than 200,000 in savings and huge army was not possible in earlier versions. Many scripts have been altered to make things easier:
• Good Lord conversion is easier with high persuasion skill and RTR
• Adjusting “Campaign AI” has a major effect on the ability of enemy factions
• Better returns on building investments
• Lords are now fixed in character-type/renown. Spreadsheet with all their settings is possible.
• Many other dynamics that will allow you to survive longer as a faction leader.
Older players may argue that this makes the game too easy. However,
4) Immersive Realism to me is ruined by using cheats. I would like all players to be able to play without being tempted to use cheats. As it stands, the game is too punishing and even boring for many experienced players. If players believe the mod has reduced the intrinsic cheating of the AI, they will be less likely to cheat.
5) Simplicity when possible. The scripts in the game are very complex and can overload the game causing stuttering. A number of quests failed regularly due to complex scripting. The most troublesome have been commented out, while others are streamlined or made to run at night. Also, item weight penalties are now based on a simple script rather than the arrangement of items in itemkinds.
6) Transparency. I have added clues in-game to help players make vital decisions. NPC morale and a few other factors appear in-game. Dialogs drop many more quest hints. Also, making decisions about buying and selling is a huge part of the game, so I standardized and published a list. I plan to publish clear guides to all the quests and other features in the near future.
7) Amplify the effect of acquired skills and traits (RTR, reputation) whenever possible in scripts. Currently, intelligence and charisma skills at high levels only have a minor impact on gameplay. It would be nice to see them make a difference in the game. Since player traits are so important to outcomes, wealthy players can accelerate trait acquisition. Special merchants and quests now feature items with significant bonuses to traits.
8 ) Encourage a diversity of strategies. Banditry or extended Freelancer were necessary shortcuts in earlier versions However, the path to success as a trader, enterprise developer, slaver, ransomer, book reader, warrior or warband leader are now easier. I want players to discover new paths to success and hear about it on the forum.
9) Bring Quests back alive. Most quests have been improved to different degrees:
• Beowulf Sword: Completely revamped with new side quest added
• Arrians: New giver, more challenging, better outcome
• King of Rheged: New dialog and outcome
• Odin’s Cave: Bodyguards, new loot
• Roman Baths: Tied to Hadrian Wall Quest, bodyguards, better loot
• Hadrian Wall: You don’t need to conquer London. Dialog revamp.
• Celtic “Sacrifice” Quest: Revamped, new rewards
• Help Pyr the Elder: excellent items and scripting
• Neko and Cantabrian warriors: debugged and dialog revamped
10) Less Violence: Some players and player parents object to all the bloodshed. All weapons but knives can now toggle to a blunt mode. A scripting project has been started to allow the “use blunts” command to cause most agents to use an alternate form of their weapon that is blunt. There is also a new line of blunt-only weapons.
11) Support for submodders. BW141/Repolished were very difficult for submodders to work with. The biggest change is that the module_items and module_troops have been revamped to features names that are very similar to the names of items and troops seen in-game. This took an enromous amount of time and debugging. Additionally, I have translated as much as I could into source files and have published them on a regular basis.. You can access sources files at the link under my profile or http://www.nexusmods.com/mbwarband/mods/5997/?. I can easily support old and new submods with the new layout. Example: 100 Companion submod was recently added.
Partial, Short Changelog (as of Oct 11, 2015):
Credits:
Brytenwalda Team
Last Update October 4, 2015.
Brytenwalda Reworked: Experience Dark Age Britain and Ireland
Brytenwalda Reworked 2015-6 Submod Description
First of all, this mod builds on all the great work done by the Brytenwalda team and seeks to keep the spirit and focus of their efforts alive. It includes all elements of Brytenwalda 1.41 with a large number of content and tweak revisions and only a small number of script revisions. I adds onto 1.41 new scripts by TML from 2013. It includes all the graphical enhancements of Brytenwalda Repolished 1.05 at the permission of Brujoloco.
The Goals and Vision of this submod:
1) To make Brytenwalda more accommodating to newcomers while keeping the intricate historical and political character of the submod alive. 1.41 and Repolished are intentionally realistic, meant to simulate the reality of struggling in the dark ages. It also gets boring quickly to some.
The competition in payer attention from games is much higher than it was 4 years ago. Players expect to accomplish something in an open world like this within 7 days of playing.
2) To allow players to accomplish things in a shorter period of time. The time frame I have in mind is 1.1 game years to the founding of a kingdom on easy settings and a significant reduction for other settings. The majority of the script tweaks will make the game about 15% easier on settings. Money will be about 15% easier to make. You will need that and far more to successfully hold onto a kingdom.
3) Make the late game accessible. For me, the running one’s own kingdom is the most exciting part of this mod. However, doing this without cheating seems virtually impossible. Holding onto a kingdom established without more than 200,000 in savings and huge army was not possible in earlier versions. Many scripts have been altered to make things easier:
• Good Lord conversion is easier with high persuasion skill and RTR
• Adjusting “Campaign AI” has a major effect on the ability of enemy factions
• Better returns on building investments
• Lords are now fixed in character-type/renown. Spreadsheet with all their settings is possible.
• Many other dynamics that will allow you to survive longer as a faction leader.
Older players may argue that this makes the game too easy. However,
4) Immersive Realism to me is ruined by using cheats. I would like all players to be able to play without being tempted to use cheats. As it stands, the game is too punishing and even boring for many experienced players. If players believe the mod has reduced the intrinsic cheating of the AI, they will be less likely to cheat.
5) Simplicity when possible. The scripts in the game are very complex and can overload the game causing stuttering. A number of quests failed regularly due to complex scripting. The most troublesome have been commented out, while others are streamlined or made to run at night. Also, item weight penalties are now based on a simple script rather than the arrangement of items in itemkinds.
6) Transparency. I have added clues in-game to help players make vital decisions. NPC morale and a few other factors appear in-game. Dialogs drop many more quest hints. Also, making decisions about buying and selling is a huge part of the game, so I standardized and published a list. I plan to publish clear guides to all the quests and other features in the near future.
7) Amplify the effect of acquired skills and traits (RTR, reputation) whenever possible in scripts. Currently, intelligence and charisma skills at high levels only have a minor impact on gameplay. It would be nice to see them make a difference in the game. Since player traits are so important to outcomes, wealthy players can accelerate trait acquisition. Special merchants and quests now feature items with significant bonuses to traits.
8 ) Encourage a diversity of strategies. Banditry or extended Freelancer were necessary shortcuts in earlier versions However, the path to success as a trader, enterprise developer, slaver, ransomer, book reader, warrior or warband leader are now easier. I want players to discover new paths to success and hear about it on the forum.
9) Bring Quests back alive. Most quests have been improved to different degrees:
• Beowulf Sword: Completely revamped with new side quest added
• Arrians: New giver, more challenging, better outcome
• King of Rheged: New dialog and outcome
• Odin’s Cave: Bodyguards, new loot
• Roman Baths: Tied to Hadrian Wall Quest, bodyguards, better loot
• Hadrian Wall: You don’t need to conquer London. Dialog revamp.
• Celtic “Sacrifice” Quest: Revamped, new rewards
• Help Pyr the Elder: excellent items and scripting
• Neko and Cantabrian warriors: debugged and dialog revamped
10) Less Violence: Some players and player parents object to all the bloodshed. All weapons but knives can now toggle to a blunt mode. A scripting project has been started to allow the “use blunts” command to cause most agents to use an alternate form of their weapon that is blunt. There is also a new line of blunt-only weapons.
11) Support for submodders. BW141/Repolished were very difficult for submodders to work with. The biggest change is that the module_items and module_troops have been revamped to features names that are very similar to the names of items and troops seen in-game. This took an enromous amount of time and debugging. Additionally, I have translated as much as I could into source files and have published them on a regular basis.. You can access sources files at the link under my profile or http://www.nexusmods.com/mbwarband/mods/5997/?. I can easily support old and new submods with the new layout. Example: 100 Companion submod was recently added.
Partial, Short Changelog (as of Oct 11, 2015):
New Overhead spear animation that works
New Game Icon revamp. Credits largely go to Kraggrim.
Prisoner Management Skill added back in and revamped
Agility removed as an attribute to accelerate skill progression. Text file available to add it back in.
Skills-Attribute relation revamped to allow specialization. More skills are now party skills.
Mercenary revamp: New gear, all have blunts, much easier to find and recruit in taverns
Added 5 stable ransom brokers in Loidis, Cirren Cester, Monid, Temair and Caisel
Captives sell at 50% higher rate
New Meshes for authentic dark age swords courtesy of Gothic Knight (Still not released)
Wages reduced slightly; Leadership has larger impact on wage reduction.
Most common TweakMB changes have been included into the game files since the TweakMB database is out of date and causes file corruption now.
Made enterprises more lucrative depending on town. You need to think about the best enterprise for a town rather than just picking wine or beer-makers.
Published standardized trade-item list
Kidnap, Escort caravan and escort herd quests yield gold and XP much higher depending on quest distance
Impossible quests have been made rare or made easier. Ex: Train Troops quest should not require troops higher than level 29 be delivered
Reduced size of Lord parties by 10%
Hunting map smaller, 2 new types of wild animals to hunt
Make Peace quest yields 2X RTR if you refuse the money reward.
Lowered costs of manor and mill improvement by 20%
Increased return on all investment buildings by about 25%.
Reduced Imod price increase for high-quality weapons and armor at normal merchants
Added 8 special merchants selling items you can find nowhere else.
Spies give spotting skill bonus at sizes 4, 8 12. Wages much smaller except when on mission.
Many other special characters give party bonuses: camp women, caravan masters, cantabers, clerics, several others
Villages: I have removed some of the penalty for trading with villages. Village raids cause slightly less damage to them. High village relations yield better recruits at a higher rate.
Mission Templates:
Increased starting stamina points but they dissipate quickly with heavy armor
Made athletics have a 15% greater impact on stamina.
Made it 22% less easy to kill the horse of a mounted troop with all weapon classes
Spears were getting a 200% bonus. Now have a 140% bonus on damage
Reduced the damage from striking enemies in the back 40%
It's too easy to exploit this and surround enemy war parties.
New script to force troops to use their best weapon (common Native problem)
Formations are callable from within new menus, including ambush and camp defense
New Game Icon revamp. Credits largely go to Kraggrim.
Prisoner Management Skill added back in and revamped
Agility removed as an attribute to accelerate skill progression. Text file available to add it back in.
Skills-Attribute relation revamped to allow specialization. More skills are now party skills.
Mercenary revamp: New gear, all have blunts, much easier to find and recruit in taverns
Added 5 stable ransom brokers in Loidis, Cirren Cester, Monid, Temair and Caisel
Captives sell at 50% higher rate
New Meshes for authentic dark age swords courtesy of Gothic Knight (Still not released)
Wages reduced slightly; Leadership has larger impact on wage reduction.
Most common TweakMB changes have been included into the game files since the TweakMB database is out of date and causes file corruption now.
Made enterprises more lucrative depending on town. You need to think about the best enterprise for a town rather than just picking wine or beer-makers.
Published standardized trade-item list
Kidnap, Escort caravan and escort herd quests yield gold and XP much higher depending on quest distance
Impossible quests have been made rare or made easier. Ex: Train Troops quest should not require troops higher than level 29 be delivered
Reduced size of Lord parties by 10%
Hunting map smaller, 2 new types of wild animals to hunt
Make Peace quest yields 2X RTR if you refuse the money reward.
Lowered costs of manor and mill improvement by 20%
Increased return on all investment buildings by about 25%.
Reduced Imod price increase for high-quality weapons and armor at normal merchants
Added 8 special merchants selling items you can find nowhere else.
Spies give spotting skill bonus at sizes 4, 8 12. Wages much smaller except when on mission.
Many other special characters give party bonuses: camp women, caravan masters, cantabers, clerics, several others
Villages: I have removed some of the penalty for trading with villages. Village raids cause slightly less damage to them. High village relations yield better recruits at a higher rate.
Mission Templates:
Increased starting stamina points but they dissipate quickly with heavy armor
Made athletics have a 15% greater impact on stamina.
Made it 22% less easy to kill the horse of a mounted troop with all weapon classes
Spears were getting a 200% bonus. Now have a 140% bonus on damage
Reduced the damage from striking enemies in the back 40%
It's too easy to exploit this and surround enemy war parties.
New script to force troops to use their best weapon (common Native problem)
Formations are callable from within new menus, including ambush and camp defense
Credits:
Brytenwalda Team
Kalarhan, Somebody and Antonis for scripting guidance
Brujoloco for the graphical and scene enhancements from Repolished
Kraggrim, Produno and Redleg for significant contributions and guidance
HooTman, trooper0077 and a few more I will add for task help and testing
Gigantic for major testing and the youtube video
Others: I still need more help due to time limits!!
Brujoloco for the graphical and scene enhancements from Repolished
Kraggrim, Produno and Redleg for significant contributions and guidance
HooTman, trooper0077 and a few more I will add for task help and testing
Gigantic for major testing and the youtube video
Others: I still need more help due to time limits!!