Perisno is bigger, better, and tougher than Native. If you get used to mods like this and Prophesy of Pendor, Native on max difficulty will seem like a breeze in comparison.
Things I notice;
- Huge variety of diverse and powerful factions. From the deserts of the Drahara to the cold wastes of Maccavia and the Reich, to the jungles of the Aroulo, to the foothills of the Sut and Bakhal Giants, the tunnels of the Kaikoth Dwarves, to the hidden Elven kingdom of Elintor and more, the major factions eye the land and seek total domination.
- Enormous unit variety, from Reich knights, to Elintor horse archers, to Maccavian Heavy Marksmen and their lethal Bladed Crossbows, and are those Draharans riding elephants? And it only gets better from there.
- High level npcs, and vastly increased combat difficulty. The highest level normal troops in Native were Swadian Knights and Nord Huscarls, at level 28, and the strongest guy in the game was King Harlaus at level 41. Meanwhile, in Perisno, common-tier troops can go up to anywhere between level 38-50+ most of the time, and some lords, companions, and elite units like the Elintoran Crimson Ranger can be level 60 or higher.
- Troops and Lords have their own skills. Units with higher Tactics will fight better in auto-calculated battles, units with Leadership will increase the morale of the party, and units with Pathfinder, Spotting, First Aid, etc will provide critical utility to your party.
- Vast range of new items, including weapons, stunning armour, and mounts. Hundreds if not thousands of new items are in the mod, and some are more exceptional than others... including Legendary Weapons like the Flamebringer, Spirit of the North, and Kingslayer, alongside ridable mounts both grand and bizarre including Tigers, Wolves, Elephants, the shadowy Twilight Horse, proud Wyverns, swift Elven warhorses and... cows?
- Quests, lore and backstory - Perisno is a dangerous New World, and the major factions vie desperately for power as new threats watch on... search for a legendary sword stained with the blood of kings, assault the last fortress of a faded empire, uplift a downtrodden Geldarin minority and burn the capital of the tyrannical Elintor to the ground, help the Illicans in their undying quest for vengeance against the Reich, and as Linthradil's having a panic attack, what exactly happened to that damn portrait anyway? All this and more.
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- Kings and Lords are new and improved - Each Lord and King has their own skills, and unique set of troops. You just can't run from Rafaracus and his Yeomen, and tangle with Archduke Berlaeduil's Moon Knights, or dance with Herzog Oskar's dragon riders, and you'll find opponents that even Kings don't take lightly.
- Unique spawns - heroes and villains like Zeladeck, Nibor Hood, and King Rafklazan not tied to any of the major factions bring vast armies to Perisno in search of loot, fame, justice, glory, honour, carnage, and everything in between.
- Invasion! The Zann will descend across the land in a sea of blood and flame, and a vast horde of tens of thousands of men will pour across Perisno threatening the existence of all the major factions at once. Will you be the hero that saves Perisno, or will you exploit the invasion for your own ends, and begin your own conquest in their shadow?
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- Player Kingdom - hire new NPCs. The Spymaster can plan assassination attempts, organise hits on enemy lords with mercenary armies, exploit the enemy's strategic weaknesses and help you whisper in the ears of the lords of other Kingdoms in order to convert them to your cause. The Grand Marshal will allow you to raise an army to defend the kingdom, hire powerful but expensive mercenaries, and marshal the armies to begin the war.
- Includes other plugins like Diplomacy. Diplomacy allows you to hire three new NPCs - the Constable, Chamberlain, and Chancellor. The Constable manages military affairs, like moving troops between garrisons, hiring npc patrols, automatically recruiting and training new troops in your castles and towns, and spying on enemy garrisons. The Chamberlain manages the financial side of your kingdom, including allowing you to upgrade fiefs remotely, lower or increase tax rates, manage your personal treasury, and store your household items. The Chancellor allows you new political options - appease lords and ladies by giving them gifts, send letters to lords to give them specific orders remotely, inform you of the disposition and personality of each lord in the game, and allows you to change your Kingdom's culture to train new units.
- Unique player faction - The Perisno faction may not dish out the pain like the Elintor, Reich or the Falcons, but the well balanced and quickly trained utility-heavy Perisno armies can be raised in huge numbers and can move across the map faster than anyone. Perisno Great Knights can slug it out with the best, Ranger Knights and Darkforest Archers provide a withering archer line that few except the Elves can match, and the Perisno Holy Champion inspires his comrades to victory and gives a huge leadership bonus that allows you to maintain armies of several hundred at a time even with low Leadership.
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- New Tavern NPCs - Play coin-flip with the Tavern Keepers or talk to them for dangerous new bounty hunting quests, meet questgivers from the Adventurer's Guild, find new hireable mercenaries, cough up the cash for the Entertainment Guildsman who'll lift the spirits of your men for a lord's ransom, speak with unique npcs that give a variety of new quests and peruse the inventory of the Magic Merchant, with a random variety of sometimes powerful and extremely rare unique items.
- Special battle abilities - heal your wounds with First Aid, rally your army with Battlecry, scatter the weak before you with Warcry, Taunt to capture the attention of the enemy army, and more.
... Actually, I'm done. I'm probably not even halfway there with the feature list but there's so much new stuff in Perisno that listing all of the major changes is hurting my brain, so I'm going to stop now.