First of all, thank you for making a really fun mod for Warband. I had a lot of fun trying out this mod.
Played as honorable player.
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I. Bugs:
II. Improvable features / questions-raising-features
III. Review & Balance issues
IV. Ideas & Suggestions for the future
V. Personal Wishlist
Because Cernunos might just do it.
Played as honorable player.
____________________________
I. Bugs:
*Game Crash
It seems that any town where I hired guildsmen (I believe the lumberjack to be the source) made me unable to enter its tavern afterwards. A game crash occurs.
This seems to be true, no matter who is in my party, or even if I'm alone, and has so far happened with Veluca and Wercheg.
*Crafting
Crafting bolts or steel bolts never yielded any item for me.
*Strange reports
-The seems to be a frequent report on ironflesh soaking damage? It was almost always 0, or never appeared in some battles, so I don't understand what this is about.
-A frequent report of "she dodged the blow", even if it were all male soldiers. How does this mechanic work anyway?
*Minor thing
Villages sell their own specialty...and cheaper. In other words, I could buy wool in the same village, and use their specialty to sell it back to them for profit.
*Sound problem
Female attack sounds seem to be switched with getting hit sounds. In battles or bandit lair missions, my female companions were always making sounds as if they werehit.
*Map spawn point reversed
If I was attacked while camping, it was always the enemy who spawned in camp, while I spawned on the field.
*Dissappearing Companions
Departed companions (because of unhappiness) never respawned in any tavern in-game. Even after 2-3 months, no traveller can tell me where they are.
*Herboristery is French
Not really a bug...in English it's Herbalism.
It seems that any town where I hired guildsmen (I believe the lumberjack to be the source) made me unable to enter its tavern afterwards. A game crash occurs.
This seems to be true, no matter who is in my party, or even if I'm alone, and has so far happened with Veluca and Wercheg.
*Crafting
Crafting bolts or steel bolts never yielded any item for me.
*Strange reports
-The seems to be a frequent report on ironflesh soaking damage? It was almost always 0, or never appeared in some battles, so I don't understand what this is about.
-A frequent report of "she dodged the blow", even if it were all male soldiers. How does this mechanic work anyway?
*Minor thing
Villages sell their own specialty...and cheaper. In other words, I could buy wool in the same village, and use their specialty to sell it back to them for profit.
*Sound problem
Female attack sounds seem to be switched with getting hit sounds. In battles or bandit lair missions, my female companions were always making sounds as if they werehit.
*Map spawn point reversed
If I was attacked while camping, it was always the enemy who spawned in camp, while I spawned on the field.
*Dissappearing Companions
Departed companions (because of unhappiness) never respawned in any tavern in-game. Even after 2-3 months, no traveller can tell me where they are.
*Herboristery is French
Not really a bug...in English it's Herbalism.
II. Improvable features / questions-raising-features
a) Crafting
Sometimes it was possible to raise the guild rank, without having the ranks for it (e.g. rank 1, becoming companion rank).
Similarly, once, "Master" rank was achieved, it was almost impossible to raise the rank (lessons don't do anything to raise skill rank).
b) Skill Treshold
At which skill ranks to I get what features? Becoming "master" at rank 15, but still not being able to craft everything...is strange.
How much do I actually need? Even without listing all exact items and numbers, there should be a few pointers.
c) Remaining questions
smithing: no morningstars? lamellar armor?
woodcrafting: no crossbows? mauls or hammers? spears / polearms?
d) Shaman skill
...how to get a dream, how to improve the skill?
e) Neanderthals
Talked to loads of Neanderthals...supposedly learned some of the language...what now? A little more in-game feedback please.
f) Ammunition and refill
Don't really like how it's done at the moment, and it's also a bit buggy and incomplete (works only on player and only for arrows & bolts; error messages in battle when re-equipping)
Sometimes it was possible to raise the guild rank, without having the ranks for it (e.g. rank 1, becoming companion rank).
Similarly, once, "Master" rank was achieved, it was almost impossible to raise the rank (lessons don't do anything to raise skill rank).
b) Skill Treshold
At which skill ranks to I get what features? Becoming "master" at rank 15, but still not being able to craft everything...is strange.
How much do I actually need? Even without listing all exact items and numbers, there should be a few pointers.
c) Remaining questions
smithing: no morningstars? lamellar armor?
woodcrafting: no crossbows? mauls or hammers? spears / polearms?
d) Shaman skill
...how to get a dream, how to improve the skill?
e) Neanderthals
Talked to loads of Neanderthals...supposedly learned some of the language...what now? A little more in-game feedback please.
f) Ammunition and refill
Don't really like how it's done at the moment, and it's also a bit buggy and incomplete (works only on player and only for arrows & bolts; error messages in battle when re-equipping)
III. Review & Balance issues
1) Review
It is a very engaging mod, with loads of extra features that add to immersion.
I didn't really mind the absence of new troops or items, because I believe that improving a lot of other points of the game will automatically make the game more interesting and challenging.
The concept of knowledge & skill techs is really well executed, and I could spent hours just exploring and gathering.
Also, the village specialties were also a magnificent addition.
All the above made for a really engaging early-to-mid game...but similarly once the features are exhausted, because I am superrich or have already crafted all I needed, the mod starts losing flavor.
Another feature I really liked, was that all parties would "rest" at night.
Overall, I really like the mod, but can't help but think that it needs a lot more work on the basics, before adding "extra / luxury" features.
It's definitely a mod I'd like to see improved though. Please keep working on the mod!
2) Balance
*Crafting
Crafting is really nice in RIGALE, and I love it. But unfortunately it's not really balanced either...
Considering the products, it's obvious that "smithing" heavy plate armor is much more useful than "leatherworking" on a nomad armor or fur shield.
The amount of raw materials needed for crafting is also a bit ridiculous...using up whole wagons of iron or wood just to craft 1 personal armor...
This is even more unrealistic, when crafting wooden items, or leatherwork, where the raw materials are several times the price of a masterwork finished product.
*Knowledges & Skill Techs
Knowledges are nice, but there should be a limit to how many can be mastered. Also, random knowledge discard is a little bit strange.
Knowledges & Skills are not really balanced...comparing a "shield +4" to a "polearm wpn prof +30", it's not hard to figure out what's better.
Lastly, Knowledges & Skills could better reflect the character's background or actual stats...e.g. starting out in Khergit Khanate territory might give "steppe lore".
*Starting Char Background
I loved the added part of "heirloom" item or knowledge, though here too, a balance issue occurs. Going for skill boni like "athletics + ironflesh" or " CHA & INT, persuasion" is definitely better than going for a heirloom item, that will be replaced by better items by early mid-game, or skill knowledge & guild rank that can easily be achieved by ongoing play.
It is a very engaging mod, with loads of extra features that add to immersion.
I didn't really mind the absence of new troops or items, because I believe that improving a lot of other points of the game will automatically make the game more interesting and challenging.
The concept of knowledge & skill techs is really well executed, and I could spent hours just exploring and gathering.
Also, the village specialties were also a magnificent addition.
All the above made for a really engaging early-to-mid game...but similarly once the features are exhausted, because I am superrich or have already crafted all I needed, the mod starts losing flavor.
Another feature I really liked, was that all parties would "rest" at night.
Overall, I really like the mod, but can't help but think that it needs a lot more work on the basics, before adding "extra / luxury" features.
It's definitely a mod I'd like to see improved though. Please keep working on the mod!
2) Balance
*Crafting
Crafting is really nice in RIGALE, and I love it. But unfortunately it's not really balanced either...
Considering the products, it's obvious that "smithing" heavy plate armor is much more useful than "leatherworking" on a nomad armor or fur shield.
The amount of raw materials needed for crafting is also a bit ridiculous...using up whole wagons of iron or wood just to craft 1 personal armor...
This is even more unrealistic, when crafting wooden items, or leatherwork, where the raw materials are several times the price of a masterwork finished product.
*Knowledges & Skill Techs
Knowledges are nice, but there should be a limit to how many can be mastered. Also, random knowledge discard is a little bit strange.
Knowledges & Skills are not really balanced...comparing a "shield +4" to a "polearm wpn prof +30", it's not hard to figure out what's better.
Lastly, Knowledges & Skills could better reflect the character's background or actual stats...e.g. starting out in Khergit Khanate territory might give "steppe lore".
*Starting Char Background
I loved the added part of "heirloom" item or knowledge, though here too, a balance issue occurs. Going for skill boni like "athletics + ironflesh" or " CHA & INT, persuasion" is definitely better than going for a heirloom item, that will be replaced by better items by early mid-game, or skill knowledge & guild rank that can easily be achieved by ongoing play.
IV. Ideas & Suggestions for the future
a) Mod Popularity
Not sure how popular/unpopular exactly this mod is...I get the feeling it's still a niche mod, unfortunately.
First, I think implementing features that are considered elemental (or are at least popular) by the whole community, will help a lot.
e.g. like:
-Diplomacy mod
-Freelancer mod
-auto-loot (not so important for me though)
-battle formations (not so important for me though)
If implementing those submods is too much work, then alternative features should be done.
As it stands now, Warband without extended diplomacy options is really bothersome to play.
Other basic things that are needed are extended fief options/quests when you become a lord.
Other features that need improvement over vanilla:
*arena battles, betting & price system, maybe even tournament system
*battle continuation
*meet guildmaster / village elder dialogue
*bodyguards in town or villages
*changing quest fails into quest cancels for: track bandits
*(as already said above) A loooooooooooot of other fief improvements.
b) Custom Settlements
I like how custom settlements have been done, and I also think many suggestions on this by the other posters are great...
BUT...
I believe "RIGALE" needs a lot of work elsewhere, before going for custom settlements.
c) Improvements for Rigale features
*Starting Char Background
*Knowledge & skill tech use for lords / fief improvements
*Crafting
Crafting is currently very personal, and at the most only useful for companions as well.
Isn't there a way to implement use for armies?
For example using woodwork for faster / better siege engine building?
Or smithing to improve all troops' armor or weapons?
Leatherwork could be used to create unique/special attires
(like "Merchant clothes, bonus to trade", or "Noble's garments", bonus to leadership, etc...)
d) Companions
Allowing companions to provide knowledge or skill bonuses, to make them more unique.
If possible, fix some broken companions or companion skills (like inventory management, or Katrin).
e) Food & Raw Materials
Different qualities, and for food also different quantities.
Not sure how popular/unpopular exactly this mod is...I get the feeling it's still a niche mod, unfortunately.
First, I think implementing features that are considered elemental (or are at least popular) by the whole community, will help a lot.
e.g. like:
-Diplomacy mod
-Freelancer mod
-auto-loot (not so important for me though)
-battle formations (not so important for me though)
If implementing those submods is too much work, then alternative features should be done.
As it stands now, Warband without extended diplomacy options is really bothersome to play.
Other basic things that are needed are extended fief options/quests when you become a lord.
Other features that need improvement over vanilla:
*arena battles, betting & price system, maybe even tournament system
*battle continuation
*meet guildmaster / village elder dialogue
*bodyguards in town or villages
*changing quest fails into quest cancels for: track bandits
*(as already said above) A loooooooooooot of other fief improvements.
b) Custom Settlements
I like how custom settlements have been done, and I also think many suggestions on this by the other posters are great...
BUT...
I believe "RIGALE" needs a lot of work elsewhere, before going for custom settlements.
c) Improvements for Rigale features
*Starting Char Background
*Knowledge & skill tech use for lords / fief improvements
*Crafting
Crafting is currently very personal, and at the most only useful for companions as well.
Isn't there a way to implement use for armies?
For example using woodwork for faster / better siege engine building?
Or smithing to improve all troops' armor or weapons?
Leatherwork could be used to create unique/special attires
(like "Merchant clothes, bonus to trade", or "Noble's garments", bonus to leadership, etc...)
d) Companions
Allowing companions to provide knowledge or skill bonuses, to make them more unique.
If possible, fix some broken companions or companion skills (like inventory management, or Katrin).
e) Food & Raw Materials
Different qualities, and for food also different quantities.
V. Personal Wishlist
Because Cernunos might just do it.
a) More RPG?
I for one would really love the idea, if Rigale became more of an open RPG, rather than another battle sandbox.
The reason is, that I believe that "Gathering, Exploring, Crafting" are only really interesting with a small party, or while going with a story plot.
As soon as I became a lord, they became pretty obsolete or even a waste of time, as the time needed to gather and explore and craft is simply not there when you need to feed an army or go to wars.
Another part...story quests (even if it's as simple as in "Fire & Sword")
b) More siege options
-Use "Woodcrafting" to siege faster, or give battle bonuses (like xtra ladder, xtra ammunition etc.)
-Block a town, and stop sieged lords from healing or getting more troops
-Some strategies that reduce enemy morale, or bombardment (by building catapults), that causes some casualties at the beginning of the battle.
c) List of quests to choose from
Just a list from lords, guildmasters or village elders, so you won't have to run around and wait for a different quest to appear.
d) More quests or different quest solutions
However you like.
e) More companion interaction / dialogue
However you like.
I for one would really love the idea, if Rigale became more of an open RPG, rather than another battle sandbox.
The reason is, that I believe that "Gathering, Exploring, Crafting" are only really interesting with a small party, or while going with a story plot.
As soon as I became a lord, they became pretty obsolete or even a waste of time, as the time needed to gather and explore and craft is simply not there when you need to feed an army or go to wars.
Another part...story quests (even if it's as simple as in "Fire & Sword")
b) More siege options
-Use "Woodcrafting" to siege faster, or give battle bonuses (like xtra ladder, xtra ammunition etc.)
-Block a town, and stop sieged lords from healing or getting more troops
-Some strategies that reduce enemy morale, or bombardment (by building catapults), that causes some casualties at the beginning of the battle.
c) List of quests to choose from
Just a list from lords, guildmasters or village elders, so you won't have to run around and wait for a different quest to appear.
d) More quests or different quest solutions
However you like.
e) More companion interaction / dialogue
However you like.