SP Native Unit Stat Fixes Updated for 1.2.0

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Updated for e1.2.0
Fixes wrong stats that many units have in the game such as Imperial Crossbowman having high Bow skill instead of Crossbow, infantry units having high riding and low athletics, some units having completely wrong stats for the tier they are in etc. Over 60 units fixed. .



Units that i have changed:
  • Khuzait Marksman
  • Sturgian Spearman
  • Sturgian Shock Troop
  • Sturgian Ulfhednar
  • Sturgian Hardened Brigand
  • Sturgian Archer
  • Vlandian Billman
  • Vlandian Pikeman
  • Vlandian Light Cavalry
  • Vlandian Swordsman
  • Vlandian Sergeant
  • Imperial Veteran Archer
  • Imperial Bucellarii
  • Imperial Crossbowman
  • Imperial Sergeant Crossbowman
  • Battanian Picked Warrior
  • Battanian Trained Spearman
  • Battanian Raider
  • Battanian Veteran Falxman
  • Battanian Skirmisher
  • Battanian Veteran Skirmisher
  • Battanian Mounted Skirmisher
  • Aserai Tribesman
  • Aserai Master Archer
  • Aserai Footman
  • Aserai Mameluke Soldier
  • Aserai Mameluke Regular
  • Arboreal
  • Aserai Armed Trader
  • Aserai Caravan Guard
  • Jawwal Bedouin
  • Jawwal Camel Rider
  • Battanian Armed Trader
  • Battanian Caravan Master
  • Battanian Fian Champion
  • Kern
  • Redshank
  • Skene
  • Expert Eleftheroi
  • Recruit Eleftheroi
  • Veteran Eleftheroi
  • Imperial Armed Trader
  • Khuzait Armed Trader
  • Khuzait Caravan Guard
  • Khuzait Veteran Caravan Guard
  • Sturgian Armed Trader
  • Sturgian Caravan Guard
  • Sturgian Druzhinnik
  • Sturgian Druzhinnik Champion
  • Sturgian Veteran Caravan Guard
  • Varyag
  • Varyag Veteran
  • Vlandian Armed Trader
  • Mercenary Guard
  • Mercenary Crossbowman
  • Hired Crossbow
  • Sturgian Warrior Son
  • Expert Thug
  • Master Thug
  • Aserai Youth
  • Expert Oath Keeper
  • Veteran Oath Keeper
  • Imperial Archer
  • Khuzait Heavy Lancer
  • Khuzait Khan's Guard (Non-Module Version Only)
  • Sturgian Veteran Warrior
  • Skolder Recruit
  • Skolder Warrior Brotva
  • Skolder Veteran Brotva

Full Changelog:
  • Version 2.8
    • Updated for patch 1.2.0
    • Removed all references to upgrade_targets, equipment and equipmentSets making the mod compatible with pretty much all other mods as long as you load this mod as late in the mod order as possible
    • This also means removing all fixes to wrong equipment mentioned in previous changelogs, but those weren't working in the module version anyway so...
    • Jawwal Bedouin Updated skills in accordance with the changes in 1.2.0
      Athletics: 90->100 Polearm: 60->100 Throwing: 20->200
    • Jawwal Camel Rider Updated skills in accordance with the changes in 1.2.0
      Athletics: 50->100 Polearm: 40->75 Throwing: 20->200
  • Version 2.7
    • Incorporated changes from 2.6 and 2.6.1 into the official release version. Please look at those changelogs to see the changes compared to 2.5
    • From now on the mod will use uniform naming convention to make it more compatible with Vortex. Every version now will be named simply "Unit Fixes" (for non-module version) or "Unit Fixes Non-Module" (for.... yes, you guessed it, the non-module version). This way you will be able to more easily update it via Vortex.
  • Version 2.6.1
    • Updated for the latest 1.1.0 beta branch
    • Sturgian Ulfhednar - Updated his body generation stats from the latest beta.
    • Jawwal Camel Rider - Updated his body generation stats from the latest beta.
    • Jawwal Bedouin - Updated his body generation stats from the latest beta.
    • Recruit Eleftheroi - Updated his body generation stats from the latest beta.
    • Expert Eleftheroi - Updated his body generation stats from the latest beta.
    • Veteran Eleftheroi - Updated his body generation stats from the latest beta.
  • Version 2.6
    • Updated for 1.1.0 beta
    • Kern - Implemented stat changes done by the developers. I felt like the new one-handed skill was too low considering they do have a sword and a shield.
      One Handed: 30->60
    • Redshank - Implemented stat changes done by the developers. Increased One Handed skill as they have a sword. Reduced Throwing as they don't have any.
      One Handed: 50->80 Throwing: 80->50
    • Skene - Implemented stat changes done by the developers. Increased One Handed a bit and reduced Throwing as they have an axe but no throwing.
      One Handed: 30->45 Throwing: 60->45
    • Vlandian Sharpshooter - Removed from the mod as all issues have been fixed by the devs.
    • Sturgian Veteran Warrior - Increased his Throwing skille a bit and reduced his Polearm skill to better suit his weapon loadout. Thanks to renyaoqin for the suggestion.
      Throwing: 80->110 Polearm: 130->80
    • Skolder Recruit - Does not have Two Handed weapon but does have One Handed axe and a shield. Thanks to renyaoqin for reporting it.
      Two Handed: 40->20 One Handed: 10->40
    • Skolder Warrior Brotva - Does not have Two Handed weapon but does have One Handed axe and a shield. Thanks to renyaoqin for reporting it.
      Two Handed: 80->40 One Handed: 20->80
    • Skolder Veteran Brotva - Does not have Two Handed weapon but does have One Handed axe and a shield. Thanks to renyaoqin for reporting it.
      Two Handed: 180->100 One Handed: 30->180
  • Version 2.5
    • Updated for 1.0.10
    • Khuzait Heavy Lancer - I feel like the "fix" by the developers left the unit far stronger than any other faction's main line t5 units. So i added it back to the mod and changed the stats to be similar to other t5 units. Thanks to bm001 for suggesting it.
      Riding: 210->160 One Handed: 160->130 Polearm: 160->130
    • Battanian Veteran Falxman - Actually implemented the changes to this unit from the last version of the mod (For real this time... maybe).
    • Mercenary Guard - Their crossbow bolts overwrite their One Handed weapon due to both using the same equipment slot id. Thanks to shinkoyou for the report.
      Fixed the weapon slot id but as usual it probably only works in the non-module version of the mod.
    • Khuzait Khan's Guard - Has only 1 set of arrows despite the previous unit that upgrades into it already has 2. Thanks to famaouz for the suggestion.
      Added an extra set of Steppe Arrows to this unit (Non-Module version of the mod only!)
  • Version 2.4
    • Khuzait Heavy Lancer - Removed the changes to this unit from my mod as it has been fixed by the developers.
      (Altho i feel like they buffed it too much but i'll deal with that in the future)
    • Battanian Caravan Master - Reverted the change to his weapon in the main version of the mod as weapon changes don't work there anyway. So increased his One Handed skill instead.
      One Handed: 80->130 Two Handed: 130->80
    • Battanian Fian Champion - Reverted the change to his weapon in the main version of the mod as weapon changes don't work there anyway. So increased his One Handed skill instead.
      One Handed: 60->220 Two Handed: 220->60
    • Battanian Veteran Falxman - Reverted the change to his weapon as it has been brought to my attention by rezzle that the weird Polearm they use is actually technically a Falx afterall and thus working as intended. Instead increased his Polearm skill to match the weapon he is using.
      Polearm: 80->130 Two Handed: 130->80
    • Expert Oath Keeper - Is a t3 unit with a One Handed sword but only 40 skill in it. Thanks to StalkerJames and powman898 for reporting it.
      One Handed: 40->70
    • Veteran Oath Keeper - Is a t5 unit with a One Handed sword but only 40 skill in it. Thanks to StalkerJames and powman898 for reporting it.
      One Handed: 40->130
    • Imperial Archer - Is a t2 Bow unit with only 15 skill in it but 40 in Throwing despite no throwing weapon. (No idea how i missed it the first time around. Better late than never i suppose.)
      Bow: 15->40 Throwing: 40->20
  • Version 2.3
    • Imperial Crossbowman - Has a a One Handed sword but no Two Handed sword. (I don't remember if someone reported this or not, so thank you maybe!?)
      Two Handed: 100->60 One Handed: 60->100
    • Varyag Veteran - Is a t4 unit with Polearm so needs more skill in it. Doesn't have a bow so reducing Bow skill even further. (Thank you gm14scott & IronPrices for reporting it.)
      Polearm: 40->80 Bow: 80->40
    • Expert Thug - Currently all 3 tiers of Thug units have the same stats. Increased the stats of t2 and t3 Thugs slightly. Thank you to archd for suggesting it.
      One Handed: 20->30 Two Handed: 20->30 Polearm: 20->30 Athletics: 20->30 Throwing: 20->30
    • Master Thug - Currently all 3 tiers of Thug units have the same skill level. Increased the stats of t2 and t3 Thugs very slightly. Thank you to archd for suggesting it.
      One Handed: 20->40 Two Handed: 20->40 Polearm: 20->40 Athletics: 20->40 Throwing: 20->40
    • Aserai Youth - Does not have a Throwing weapon but does have a sword and a shield.
      Throwing: 60->40 One Handed: 20->40
      Changed his Default Group: Infantry->Cavalry
    • Kern - Is infantry unit but has higher Riding than Athletics.
      Riding: 100->60 Athletics: 60->100
    • Went through all the units i've edited previously and made sure they are all assigned to proper default groups.
      The following units were changed:
      Jawwal Camel Rider: Infantry->Cavalry
      Aserai Mameluke Regular: Infantry->Cavalry
      Mercenary Guard: Infantry->Ranged
      Mercenary Crossbowman: Infantry->Ranged
  • Version 2.2
    • Removed the fix to Aserai unit recruitment as it is now been patched by the Developers.
      The t2 Aserai unit still has t1 stats tho without this mod. Renamed the mod to simply "Unit Stat Fixes" to better represent that.
    • As a result of the official fix to the Aserai unit recruitment, this mod is now compatible with all mods that modify the spcultures.xml
    • Updated the SubModule.xml to include <Official value="false" /> to avoid potential crash when using lots of other mods.
    • Mercenary Guard - Is a Crossbow unit but has only 10 crossbow skill, Doesn't have a Two Handed weapon or a polearm so doesn't need so much skill in it. Thanks to okcida for reporting it.
      Crossbow: 10->80 Two Handed: 80->60 Polearm: 80->60
    • Mercenary Crossbowman - Is a Crossbow unit but has only 20 skill in it while having 100 in Bow and Throwing despite not having those weapons. Does have a sword and a shield. Thanks to okcida for reporting it.
      Crossbow: 20->100 Bow: 100->80 Throwing: 100->60 One Handed: 50->80
    • Hired Crossbow - Is an upgraded Mercenary Crossbow with a sword and a shield so needs more One Handed skill in line with the Mercenary Crossbow
      One Handed: 60->100
    • Sturgian Warrior Son - Is an infantry unit but has higher Riding than Athletics. Thanks to IronPrices for reporting it.
      Riding: 40->20 Athletics: 20->40
    • Varyag - Is an infantry unit but has higher Riding than Athletics. Thanks to IronPrices for reporting it.
      Riding: 70->30 Athletics: 30->70
    • Varyag Veteran - Is an infantry unit but has higher Riding than Athletics. Thanks to IronPrices for reporting it. Also reduced his Bow skill as he doesn't have one.
      Athletics: 40->110 Riding: 110->60 Bow: 110->80
  • Version 2.1
    • Mod is now module version and thus much more compatible with other mods.
    • Battanian Skirmisher - One of the three variants of the unit had an equipment slot id conflict making their shield and throwing axe overwrite one another. Fixed that.
  • Version 2.0
    • Arboreal
      Fixed wrong equipment slot id causing their arrows and sword to overwrite.
    • Aserai Armed Trader - Is an archer unit so should have more than 0 in bow skill.
      Bow: 0->80 Two Handed: 120->60 Polearm: 120->60 One Handed: 120->80
    • Aserai Caravan Guard - Does not have a bow but does have a Two Handed Axe.
      Two Handed: 45->100 Bow: 100->45
    • Jawwal Bedouin - Is a t5 cavalry unit but has very low stats. Probably intended to be slightly weaker than a normal unit so i didn't give him quite as high stats as most t5.
      Riding: 60->100 Polearm: 25->60 One Handed: 25->60
    • Jawwal Camel Rider - Is a t3 cavalry unit but has very low stats. Probably intended to be slightly weaker than a normal unit so i didn't give him quite as high stats as most t3.
      Polearm: 25->40 One Handed: 25->40
    • Battanian Armed Trader - Is an archer unit so should have more than 0 in bow skill.
      Bow: 0->80 Two Handed: 120->60 Polearm: 120->60 One Handed: 120->80
    • Battanian Caravan Master - Has a One Handed sword but Two Handed skill.
      Changed his weapon to be a Two Handed sword rather than changing his skill because that seems more appropriate.
    • Battanian Fian Champion - Has a One Handed sword but Two Handed skill.
      Changed his weapon to be a Two Handed sword rather than changing his skill because that seems more appropriate.
    • Kern - Has 2 sets of javelins but 0 in Throwing skill.
      Throwing: 0->90
    • Redshank - Is a bow unit with only 20 in bow skill.
      Bow: 20->140
    • Skene - Is a bow unit with 0 bow skill.
      Bow: 0->50
    • Expert Eleftheroi - Has a Polearm and One Handed mace but low skill. Has high skill in ranged weapons despite not having any.
      Polearm: 30->70 One Handed: 30->70 Bow: 70->30 Throwing: 70->30
    • Recruit Eleftheroi - Has a Polearm and One Handed mace but low skill. Has high skill in ranged weapons despite not having any. Also has too much riding skill for t1 unit.
      Polearm: 30->40 One Handed: 30->40 Bow: 70->20 Throwing: 70->20 Riding: 70->40
    • Veteran Eleftheroi - Is t5 unit but has (mostly) same stats as the t1 version of itself (Recruit Eleftheroi).
      Polearm: 30->130 One Handed: 30->130 Riding: 70->130
    • Imperial Armed Trader - Is an archer unit so should have more than 0 in bow skill.
      Bow: 0->80 Two Handed: 120->60 Polearm: 120->60 One Handed: 120->80
    • Khuzait Armed Trader - Is an archer unit so should have more than 0 in bow skill.
      Bow: 0->80 Two Handed: 120->60 Polearm: 120->60 One Handed: 120->80
    • Khuzait Caravan Guard - Does not have a bow but does have a Polearm.
      Polearm: 45->100 Bow: 100->45
    • Khuzait Veteran Caravan Guard - Does not have a Polearm but does have a One Handed mace and a shield.
      Polearm: 160->50 One Handed: 50->160
    • Sturgian Armed Trader - Is an archer unit so should have more than 0 in bow skill.
      Bow: 0->80 Two Handed: 120->60 Polearm: 120->60 One Handed: 120->80
    • Sturgian Caravan Guard - Does not have a bow but does have a Polearm.
      Polearm: 40->110 Bow: 110->40
    • Sturgian Druzhinnik - Does not have a bow but does have a Polearm.
      Polearm: 50->160 Bow: 160->50
    • Sturgian Druzhinnik Champion - Does not have a bow but does have a Polearm.
      Bow: 220->60 Polearm: 60->220
    • Sturgian Veteran Caravan Guard - Does not have a Bow but does have a Polearm and some Javelins.
      Bow: 160->50 Polearm: 50->160 Throwing: 20->80
    • Varyag - Has some throwing axes but only 10 skill.
      Throwing: 10->40
    • Varyag Veteran - Has some throwing axes but only 15 skill.
      Throwing: 15->60
    • Vlandian Armed Trader - Does not have a Polearm but does have a Crossbow.
      Two Handed: 120->60 Polearm: 120->60 One Handed: 120->80 Crossbow: 30->80
  • Version 1.1
    • Vlandian Sharpshooter
      Fixed their sword and shield both using the same itemslot id and thus overwriting. Thank you to Jpnn for reporting it.
    • Slight tweak to the Aserai unit tree fix so half of the tree isn't hidden in the in-game encyclopedia once you click on one of the units in there.
  • Version 1.0
    • Khuzait Marksman - They don't have a Polearm but do have a One Handed sword.
      Polearm: 130->80 One Handed: 80->130
    • Khuzait Heavy Lancer - Has 20 in all stats despite being high tier unit.
      Athletics: 20->60 One Handed: 20->130 Two Handed: 20->80 Polearm: 10->130 Riding: 70->130 Bow: 20->60 Throwing: 10->80
    • Sturgian Spearman - They don't have a Two Handed weapon but do have a Polearm.
      Polearm: 60->100 Two Handed: 100->60
    • Sturgian Shock Troop - They are a t5 unit but have t4 stats.
      One Handed: 100->130 Polearm: 100->130 Athletics: 100->130
    • Sturgian Ulfhednar - They don't have a Polearm but have Two Handed axe instead.
      Polearm: 130->80 Two Handed: 80->130
    • Sturgian Hardened Brigand - They don't have a Two Handed sword but have One Handed sword and shield instead.
      One Handed: 60->100 Two Handed: 100->60
    • Sturgian Archer - has too low Athletic skill.
      Athletics: 60->100
    • Vlandian Billman - Doesnt have a Polearm but does have a Two Handed sword.
      Polearm: 100->60 Two Handed: 60->100
    • Vlandian Pikeman - Does not have a Two Handed sword but has One Handed sword instead.
      Two Handed: 130->80 One Handed: 80->130
    • Vlandian Light Cavalry - Doesn't have Throwing weapons but does have a One Handed sword and a shield.
      Throwing: 100->60 One Handed: 60->100
    • Vlandian Swordsman - Doesnt have a Two Handed weapon but has Polearm instead.
      Two Handed: 100->60 Polearm: 60->100
    • Vlandian Sergeant - Is not a cavalry unit.
      Riding: 130->60 Athletics: 60->130
    • Imperial Veteran Archer - Does not have a Two Handed weapon but has a One Handed sword.
      Two Handed: 100->60 One Handed: 60->100
    • Imperial Bucellarii - Is a t5 cavalry unit so needs 130 Riding.
      Riding: 120->130 Athletics: 130->100
    • Imperial Crossbowman - Is not a Bow unit but a Crossbow unit.
      Bow: 100->60 Crossbow: 45->100
    • Imperial Sergeant Crossbowman - Is not a Bow unit but a Crossbow unit.
      Bow: 130->80 Crossbow: 80->130
    • Battanian Picked Warrior - This unit is completely out of whack.
      Bow: 150->60 Two Handed: 110->60 Polearm: 40->100 One Handed: 40->100 Athletics: 110->100
    • Battanian Oathsworn (Battanian Trained Spearman) - Is not a cavalry unit.
      Riding: 130->60 Athletics: 80->130
    • Battanian Raider - Has a Polearm so should probably have bit more skill in it.
      Polearm: 30->50
    • Battanian Veteran Falxman - Has a Polearm instead of a falx for some reason so gave him his falx back.
      Changed his pike to be a falx instead.
    • Battanian Skirmisher - Has t4 stats but should be a t3 unit.
      Athletics: 100->70 One Handed: 100->70 Throwing: 100->70 Two Handed: 60->40 Bow: 60->40
    • Battanian Veteran Skirmisher - Is a t4 unit but has t5 stats.
      Athletics: 130->100 One Handed: 80->100 Two Handed: 130->60 Bow: 60->40 Throwing: 130->100
    • Battanian Mounted Skirmisher - Does not have a Polearm but does have some Throwing weapons.
      Polearm: 130->80 Throwing: 60->130
    • Aserai Tribesman - In combination with Aserai Unit Tree fix should have the proper stats of a t2 unit.
      Athletics: 20->40 Polearm: 20->40 Bow: 10->20 Throwing: 5->10 Crossbow: 0->5 Riding: 5->20 Two Handed: 10->15
    • Aserai Master Archer - Does not have a Polearm but does have One Handed sword.
      Polearm: 130->80 One Handed: 80->130
    • Aserai Footman - Is a t3 unit but has t2 stats.
      Athletics: 40->70 Riding: 15->30 One Handed: 40->70 Polearm: 40->70 Throwing: 20->40
    • Aserai Mameluke Soldier - Does not have Throwing weapons but does have a Polearm.
      Throwing: 40->20 Polearm: 20->40
    • Aserai Mameluke Regular - Does not have Throwing weapons but does have a Polearm.
      Throwing: 70->40 Polearm: 40->70
 
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I know its EA but damn, that are not problems that should exist. Thanks for doing their job.
 
Version 2.1 now released with fixes to all the units that i felt needed fixing. Over 50 units total.
It is also now a module version and more compatible with other mods.
 
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Thank you for releasing v2.5.0. You forgot to update the versioning in SubModule.xml, just letting you know. Could lead to confusion, like it did for me.
 
Thank you for releasing v2.5.0. You forgot to update the versioning in SubModule.xml, just letting you know. Could lead to confusion, like it did for me.

Yeah, it's hard to remember to change that. I'll try to keep that in mind in the future but i'll probably forget it every now and then.
 
Please include fixes for Steppe Bandit Boss in next release, he's a Mounted Eastern Lancer type (I think) that has a Polearm, Bow an 2 quivers of arrows. He has no Archery skill, only Throwing skill. The Steppe's are archery heavy mounted types. I like to collect the Bandit Bosses for my armies :smile:
 
Hey, I was looking at XML loading for something I was working on, and then I wondered why your equipment changes necessitated overriding the base module stuff. so, uh

When the game loads XML definitions, it runs through each item encountered in order and deserializes them. When you add a new definition with the same id as an existing item, it will call deserialize on the object again with the new definition. For most attributes this causes you to replace them, like name, skills, etc. But with NPCCharacter the equipmentSet's are a list, and it doesn't clear it when it encounters a new definition, leaving the pre-existing items in. This is actually a good thing in general, since you could simply add new equipment sets while leaving the others. But what if you want to replace the existing items.

The game will allow you to run an XSLT on the XML loaded before your mod! This allows you to modify/remove the definitions that are loaded before yours before the game gets to them. However this is kind of broken now (I'll get to that in a moment.) If your NPCCharacter definitions file is called "unitfixcharacters.xml" you can add a file called "unitfixcharacters.xsl".

So if you wanted to delete the existing looter definition since you're just going to replace it you can use this unitfixcharacters.xsl:

XML:
<xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform">
  <xsl:template match="node()|@*">
    <xsl:copy>
      <xsl:apply-templates select="node()|@*"/>
    </xsl:copy>
  </xsl:template>

  <!--
    Empty template removes matching elements

    copy the line and replace looter with the id of each troop you want to replace,

    the [1] at the end is necessary to only delete the first such element encountered because of a bug in the current xsl handling code,
    otherwise you will likely end up deleting your own implementation as the transform will run after your xml is loaded

    you could also elect to remove only the equipmentSets rather than the entire existing character definition
  -->
  <xsl:template match="//NPCCharacter[@id='looter'][1]"/>
</xsl:stylesheet>

And, theoretically, using a single equipmentSet for civilian/battle works fine in a module: https://pastebin.com/V5pX2bEQ,
XyJSOCk.png
(ignore the clothes/banner, irrelevant here)


However, as stated in the comment there, the order the XSLTs are applied in right now is broken, and it's possible for the XSLT to never be applied at all.

If a module defines an XML file that doesn't exist, like, oh, for instance, the vanilla SandBox module:
XML:
        <XmlNode>            
            <XmlName id="NPCCharacters" path="spnpccharacters"/> <!-- oops Modules\SandBox\ModuleData\spnpccharacters.xml doesn't exist -->
            <IncludedGameTypes>
                <GameType value = "Campaign"/>
                <GameType value = "CampaignStoryMode"/>
            </IncludedGameTypes>
        </XmlNode>

The game will load the existing XML files just fine, and ignore the non-existant file. But this causes a problem for the XSL stuff since the game adds an empty XSL to the list of transforms to do with no corresponding entry for the XML. So if your module loads after this, your XSL will run after your own, new xml has been merged, or if no mods loaded after yours define a NPCCharacters xml file, it will not run at all.

If they fix the xsl stuff in the future this will work fine.

But for now to work around it you would either need to add a new dummy module that loads after your current module with an empty NPCCharacters list, though this would break if another mod that loads before yours defined a non-existant NPCCharacters xml file. Or you could create a small dll patch-mod that replaces the broken MBObjectManager.LoadXML(string, Type, bool) method.

edit: What I said earlier about it being generally a good thing that the whole thing not being reset when a second instance is found with the same id can have some pretty big caveats, since you often have to respecify things anyway or they get set to some pretty bad defaults, or might cause a crash if some attribute is omitted. Some attributes check to see if the object has already been initialized but it seems pretty random and confusing as to which attributes can be omitted and retain their previous value and which must be specified again. IDK.

Still, XSLs still would be good for modifying/removing if they worked consistently.
 
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Great job, but bit embarrassing that taleworlds still havent done even a basic balance pass on unit stats/equipment themselves after several patches. You would think given TW size it is someone in turkey's actually job to balance troop stats and yet surely nobody is so completely incompetent.

anyway I would like to add that legionaries (and triarii) are equipped with pila. In multiplayer you can throw this weapon, but I equipped one in SP version 1.1 and cannot swap to throwing mode. I've never seen a legionaire throw one, they just use as short ****ty spears. Easiest fix is probably to just replace with a proper spear, or give them javelins instead like principes.

PS: if pila have 1 ammo like in MP, then they are probably much worse than javelins as throwing weapons anyway.

edit 1.3 beta:
They fixed alot in 1.3.0 but still left alot broken, dunno why they didn't just look through gunteraz's well documented patch notes. Persisting issues in this build: legionairies(+triarii) should have t5 polearms considering they have PA skill and previous unit has t4 polearm. fian champs should have t5 2h not t4 1h. oathsworn still has more riding than althletics. khans guard still missing 2nd steppe arrows for item 3. vet falx now how 2h skill when needs polearm skill (ironic? is this ur fault gunteraz?). A fix to just these only is here, sure there are alot more to things to fix.
 
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