SP Viking Conquest Balance Mod 13

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Great advice Pode, thanks for replying to help him out!

If anyone is interested, we are having a lively debate (around 40 comments so far) about what to do with Berserkers for future versions of Balance Mod, as well as general historical issues surrounding them, over at Reddit. Come join if you are interested!

https://www.reddit.com/r/mountandblade/comments/7sr05g/vc_berserkers/
 
After a lively discussion with over 80 comments in the linked reddit discussion, we settled on the following changes to better balance berserking:

- berserking no longer gives a 5% chance of the berserker attacking your own troops. This was not justified by compelling historical reasons and terribly unbalanced, outweighing all the potential positives attached to the berserking mechanic.

- berserking now lasts the entire battle. There is no historical basis for it consisting of only minute long bursts followed by short-term fatigue, and the AI wasn't smart enough about when to start the berserking, often rendering itself exhausted before battle was joined.

- berserking now only provides a speed bonus, no changes to damage or other stats.

- this bonus is only 10% speed for the AI, as berserker units high WP and skills can already reflect the contribution of their berserker rage, since it is now activated for the whole battle. Damage bonuses have too dramatic an effect given how armor reduces damage in Warband.

- for the player, the bonus is 20% speed. This helps an infantry player out, and they could use the boost. It needs to be somewhat high here to balance for the fact that the player only gets 1 trait, and misses out on the others--before berserker was a terrible trait to receive for the player.

There are some further interesting ideas discussed that might be incorporated in the future, but for now, with these changes the player should now actually be able to get some real use out of the berserker trait, and roleplay a berserker if they wish, instead of it being near useless and unused outside of extremely niche, rare circumstances. It will hopefully no longer be disappointing to receive berserker instead of one of the other traits!

Thanks to everyone who contributed to that great discussion--your contributions will all be recognized in the special thanks section when the next version is released.
 
4.0 posted!

Berserking handled slightly differently than described above after some experimenting with the test version. AI no longer uses mechanic--its berserking is assumed to be fully reflected in high stats. This allows removing some unneeded combat checks, which might help performance a little bit in very large battles, and the mechanic wasn't handled well by the AI before. Now fully a player trait.

The player only berserk mechanic now lasts the entire combat, and gives a +20% speed bonus to the player. It is still weaker than the other traits (for example, strong gives +10% speed to the entire player army), but it may actually be somewhat useful to an infantry player now.

Lots of other little fixes as well. For example, fixed the vanilla VC inconsistent mechanic that had martial reputation pagan lords hating low rep players (they now behave consistently with upstanding pagan lords, in other words they don't care). It should now be possible to run a raider that leads a pagan kingdom without all the martial pagan lords getting upset for no reason. :smile:

Complete changelog available in first post
 
Tingyun,

Thanks for all your hard work on this. Is it possible to have a fork maintained that has the "Change Wife Gear through Dialogue" option enabled? I really dislike the terrible dresses and hats that my future wives get saddled with on playthroughs, and it would really be nice to have that option (at least for wives, I know some people were bothered by the temptation to do wives and _all_ lords). Especially given that we already have to cope with the terrible VC female facegens.

Regards,
Zeqe
 
Hi Zeqe!

Thanks for your kind words! I am glad you are enjoying the mod.

The option to change lady equipment is restored in 4.0. I just checked the changelog and made sure to note this prominently at the start, as well as add a note to the prior changelog that removed it, thanks for bringing this to my attention.

I realized no one seemed to mind that option specifically, so back in it went.

So you can once again add nicer dresses and remove hats. :smile:
 
4.1 posted! As always save compatible.

Berserker player ability buffed to +10% damage, +30% movement speed (does not speed up attacks), and lasts for entire battle.

If this seems strong, remember that the other traits give:
Leadership, +5% damage to entire player army
Tough, +10% movement speed to entire player army
Strong, -5% damage to entire enemy army

Berserker only affects the player and therefore needs to be much stronger in effect. Berserker should now be a balanced trait against the other choices, and a great trait especially for a player who does not fight mounted, and so will benefit from the movement speed.

AI units do not use the same mechanic as of 4.0, and so are unaffected.
 
Since the source code has been released, do you know how difficult it would be to add the Celtic religion as an option for the player? No Lords or Settlements would have to start with it, but the option to build Celtic temples and convert would be nice.

Also, have you found any references to the mercenary contract permanently screwing up relations with factions?
 
Hi Seconis!

Adding another religion would be tough--a lot of game mechanics interact with religion, and are probably written under the assumption that there are only 2. I would guess it would be easier to do a small-scale version of it--add a new quest line to the Druid at the the stones in Wales or something like that. However, a broader implementation is possible too.

Because I am trying to stay faithful to the original overall design of Viking Conquest, and only rebalance some things, it wouldn't fit into my current plans for the mod. Also, I am committed to 100% save compatibility with vanilla saves and older versions.

However, if you wanted to create a submod, and an additional quest line from the Druid is not enough, then you could also decide to replace one of the existing religions, perhaps Christianity. Take the Druid model, sub it in for the bishops in the scenes, make a Druid unit in place of priests, change the dialogue, change the building names, and it would work pretty well I think. Then make the Anglo Saxon settlements and lords the Norse kind of pagan, and confine the Christianity turned Celtic pagan beliefs to Ireland, Scotland, and Wales. Then change the monastery map icons to something more fitting, maybe the standing stones or hofs, and then tie them to different scenes, or just make them additional farms or something.

Then, you would be playing an alternate history where Christianity was never adopted by Rome, and so the old pagan beliefs survived in Britain and were being challenged by the Germanic beliefs of the Anglo Saxons and Norse. You are welcome to use stuff from my mod as a base if you create that fun alternate history mod--I am sure many would find it interesting to play!

As for mercenary contracts, I have not looked into it in detail yet, but it is on the list. It would help if you could provide a step by step account of how it currently behaves, and what specific changes you would suggest (i.e., what currently happens when contract starts, what you think should happen instead, what happens when contract renews, what you want to happen, what happens when you end contract, what you want to happen).

I like to get as much discussion and input from multiple users before making changes, so you posting your ideas could help get that discussion started. In the past those discussions have usually been at reddit, but that is just coincidental and discussion here is most welcome.

EDIT: you might also try out the new Age of Arthur mod: http://www.moddb.com/mods/age-of-arthur

It uses a lot of Viking Conquest and Brytenwalda features, but is set even before Brytenwalda, when the Celtic religion was still going strong (I think there are celtic religious quest lines and locations within it).

The modder seems to be doing amazing work--tons of beautiful scenes, new troops, etc--and it looks very exciting!
 
If anyone is unhappy with their trait assignment on their character, I wrote a quick optional file to cycle through traits every hour (ie, it will go berserker--->leadership/inspiring----->strong----->tough---->berserker, going one step per hour, as long as you are walking around on worldmap. It also gives you a trait if you don't have one, if you want that).

The file is up for download under optional files here: https://www.nexusmods.com/mountandbladevikingconquest/mods/5

Obviously, once you have the trait you like, you should save, quit, and restore the original files (either from backups, or just copy VC Balance Mod 4.1 back over into your Viking Conquest folder)

Tested and works fine.
 
Posting this over from the reddit thread and answering your question

Issue: When a mercenary contract expires, there seems to be a chance that your relations with the factions you were at war with aren't normalized.

Example: I have 0 relations with East Engle. I sign a mercenary contract with Mierce, who are at war with East Engle. My relations with East Engle drop to -40 (or some other negative integer), due to this war. I fight East Engle as my contract requires and my relations with East Engle further deteriorate. After my contract expires, my relations with East Engle go to -5 (or some other negative integer, always equal to or less than what it was the moment before my contract expired).

The main issue is that sometimes the relations with the enemy faction go to 0 after the contract and sometimes they don't and I haven't been able to figure out what causes this discrepancy. I play a lot of PoP, where I've never noticed this issue, but this is the only 'core' Warband module I've played.

A few quick notes. I never raid villages when I'm a mercenary, so this isn't the issue. Sometimes I attack caravans of the enemy faction when I'm under contract, but sometimes I don't; this action doesn't seem to affect it one way or the other.

How I think it should work:

Contract Signed: Working as intended - relation drops with the factions your employer is at war with.

Contract Renewed: Relation boost with currently employed faction

Contract Expired: All negative faction changes with factions you were at war with are undone.
 
Thanks Seconis. I mostly agree, except that undoing negative actions specifically is a bit too complicated (would have to remember pre contract relations). Instead I'm likely to just 0 out the relations at conclusion of the contract, or upon your faction making peace during the contract, which permits a bit of an exploit in that you could anger them before the contract is signed, but I'm more worried about making merc playstyle viable and strong than closing off every exploit, since it isn't used much currently.

If no one raises good objections, for 5.0 or 6.0 (depends if I do a quicker update with the stuff already mostly done), I will make the changes and have relations with enemies of current employer 0 out if contract concludes.

I will also look at how and when merc contracts are offered, to try to get them offered more frequently and widely to the player.
 
5.0 changes already implemented in my test version (5.0 has 2-3x as many changes as below on the planning list, and won't be released for awhile, this is just the stuff already done)

Open for any feedback, suggestions, or criticism:

- masterless men parties free XP on creation divided by 20 from vanilla VC values. This means it is no longer possible to find 30+ member tier IV masterless men parties. This made no sense previously--even lords seldom have that many of a tier IV unit. It also encourages much more variety--you will find very small bands of high level units, or mid-sized bands of a mix of two different tiers of units. Much more fun. And less unbalancing to recruit such bands as well--no more getting tons of Tier IV units too easy.

- "first claim on all loot" (which as of Balance Mod 2.0 actually does exactly that, instead of magically multiplying loot by 4), now has an instant morale penalty of -20, instead of -2, but you can take up to a 1/2 share without further penalty (instead of prior 1/6). This frontloads half the -40 vanilla penalty for taking everything to the initial viewing, but allows you to make part of it back pretty easily, and achieves better results scaling with the size of the loot pile.

Most importantly, this balances the option against the way players actually use it--to save inventory space or grab the top gear for themselves, leaving their men with a mountain of bad stuff that while technically valuable in the aggregate, is a pain to haul and of little use to them. Now, if you want to always take the only actual great stuff from every loot pile, leaving the rejects and trash for your men, you will pay a little bit of morale for it, as you should. Should make the decision tree more complex than pretty much doing it in every decent battle.

- train units lord quest now requires tier IV units be trained (Vanilla VC used to always ask for tier V, because player level was added to random roll and vanilla VC required level 35 to do the quest, rendering the random check in the code irrelevant. Quest available via EvilSquid fix earlier in Balance Mod, but still basically always asked for tier V in practical circumstances). Much more reasonable to obtain Tier IV and measured against rewards of the quest (they are great, huge relations boost, but tier V units can be nearly impossible to train on many settings and the idea of training a raw recruit into it strains belief).

- The system for random bandit spawns added by Balance Mod 2.0 now rolls numbers over a wider range, but has checks that heavily weight the results to the low end. Combined with the preexisting vanilla system that blocks larger spawns when spawns already exist, this should result in a world with a bit more of the small parties, while adding a very rare chance of seeing the super massive spawns as well.

- crossbows made cutting damage instead of piercing, to balance with bows. Pictish elites have 200 WP and do 56-60 base damage, while the best archers in the mod only have 120-160 WP and do around 32-45 damage after powerdraw bonus. Having the crossbow do piercing while the bows do cutting made the crossbow a super weapon, probably unjustified by the kinds of crossbows the Picts were using, and at any rate doesn't fit with the balance of maintaining focus on the shieldwall. See more explanation here: https://steamcommunity.com/app/48700/discussions/6/1699415798772769131/

At 56-60c damage, the Pictish crossbowmen remain the best missle units in the mod, but they no longer shoot shields to kindling quite as fast while laughing at their poor archer counterparts.

- Irish short swords can now be used to parry. No reason for them to not be able to--hand axes and normal short swords can block in VC, the Irish shortsword treatment was inconsistent. However, seaxes still can't block, based on price, looks, and rarity the Irish shortswords are likely of better quality.

-  A major rework of throwing spears and javelins is being considered. Basically, get the different choices in line with each other as reasonable alternatives (even if the Irish and pict versions remains significantly better) in a formula that accounts for the way mount and blade throwing damage used shot speed (a hidden stat) and projectile weight (bundle weight divided by max ammo) to calculate damage.

A very rough version is mentioned here for discussion, but the final result will likely look very different, involve the contributions and ideas of at least one of the most frequent contributors for Balance Mod, and be extensively tested through lots of playtime before 5.0 release: https://www.reddit.com/r/mountandblade/comments/7uoduo/infantry_focused_mods/dtqnro3/

- Laufi made a bit better, +4 slashing, to account for by the time you could get it you could get widowmaker anyway, and give it some chance of being used.

- Ulfberht sword given +1 slashing. It is probably one of the hardest swords to acquire, after all, certainly harder than widowmaker or the unique swords, and the high thrust damage didn't quite make it competitive with the other swords. A little boost brings it into better line with the other top swords and it becomes the viable alternative it should be.
 
5.0 changes Part 2 (all implemented as of tonight in my test version):

Disable second outfits affecting skill modifiers. They were bugged, with reversed modifiers (ie, if using a second outift, then when wearing the second outfit you would get the skill changes from the primary, and when wearing primary you would get skill changes from second outfit). This led to exploits, like you could put the pict ritual stuff in second outfit and get the skill boosts when wearing primary. This bug triggered upon entering a town: https://steamcommunity.com/app/48700/discussions/6/1699415798756888368/

Powerdraw no longer reduced by helmets. This was creating a weird affect of harming the higher level archer units, and it really doesn't make that much sense. You can handle the same drawweight with a helmet on. Instead, helmet now reduces athletics by 1. Should give some balance for norse bodyguards sometimes lacking a helmet actually, but mostly just fits with the theme of reducing better armored unit mobility. Powerdraw no longer reduced from having shield on back. Again, unit balance.

Spotting boost from scouts or on water reduced from +4 to +2. The prior implementation was encouraging the player to not progress past 6 in the skill. Also, from the comments it appears to have been based on a fundamental misunderstanding about how skill boosts work.

Missle and melee speed damage now reverted to logical 2.0 (ie, squared). Little effect in most circumstances.

Damage to interrupt attacks increased, more enemies will power through very light damage (now 6 instead of 3)

Bows buffed to better balance with slingers, see discussion with Windrider and tests here: https://steamcommunity.com/app/48700/discussions/6/1699415798772769131/

Bow accuracy increased 95 to 99. Bow reload speed increased (they were basically as slow as crossbows before). Bow damage increased +6 across board (but remains cutting), to better balance with slinger units and their armor piercing high blunt damage. Now a bow unit will actually do more damage to an unarmored peasant by impaling him with an arrow, than a sling does with a stone, as it should be. No units in VC have high powerdraw, so we are still looking at a very reasonable range of damage here. Basically, slingers and bowmen now both are reasonable supplementary choices, but archers remain largely ineffective against heavy armored opponents with shields, as they should be.

EDIT: Archery significantly changed in consultation with Tuidjy at steam. Now based on adjusting powerdraw requirements to fit AI skills. Details to follow shortly.

Ammo amounts for normal sling rocks tripled. They are rocks--not too hard to find I think. :wink: This should make it impossible to really wait out slingers running out of ammo in most circumstances, and let them baically harrass a shieldwall with little fear of ammo loss. Sling lead amounts doubled (high level slingers could use the boost, given they don't have a skill to differentiate damage). Military slings given a damage boost (+2). They need to be susbtantially stronger because a major source of damage difference present among low and high tier archers (powerdraw) does not apply to slings. Accuracy also boosted for all one handed slings (+3). Staff sling accuracy nerfed (-5). So normal slings 95 accuracy, staff slings 85. Military and normal sling accuracy and speed differences brought into good consistent order (speed reduction for military versions resulted). military one hand sling shot speed slightly increased. General reload speed reduction (-20 one handed, -30 staff). Bows are now faster to shoot, as makes realistic sense. Military versions get +10 speed (often will be using lead not rocks).  Military versions get +2 accuracy.

Throwing weapons significantly changed per previous post. Here is the revised draft 5.0 version:

Throwing weapon changes in parenthesis. All weights are per projectile, with bundle weight following in parenthesis. Shot speed listed, hidden stat, very important for effectiveness.

    Throwing spears, 2 ammo, 40 damage (+13), 18 speed, 1 weight (2 bundle)

    Javilins, 4 ammo, 24 damage (+:cool:, 28 speed, .375 weight (1.5 bundle) (weight x1.5 )

    Skirmish Javilins, 6 ammo, 20 damage (+2), 30 (+2) speed , .333 weight (2 bundle)

(begin superior irish and pict ones below)

    Heavy Javilins, 8 ammo, 22 damage (+2), 28 speed, .375 weight (3 bundle)

    Horsemen javilins, 12 ammo, 18 damage (unchanged), 30 (+2) speed, .333 weight (4 bundle)

Against the heaviest armored opponents, throwing spears are best if at close range. At medium range, heavy javilins are probably your best bet, though horsemen javilins huge ammo increase will make them deal similar total damage over an entire quiver. Against lightly armored opponents, horsemen javilins are best. In the hands of the AI, the higher ammo amounts are generally always better, as they often waste their initial throws, and the throwing spears with the huge damage increase somewhat makes up for the AI's trouble using them correctly.

Speeds of missles and weights now line up more logically. Damage amounts mostly track along weight, with the heavy and horsemen assumed less bulky and suffering a tiny bit in damage for it.

In player hands, the horsemen and heavy javilins are especially potent with balanced modifiers, but large bag of throwing spears works well for a player that likes to fight very close.

Partially to compensate for earlier changes to rationalize the velocity exponent for kinetic energy of melee weapons to real-world physics of 2.0, spears buffed in damage (+4). Should also help the tier II units compete better against the higher ones (assisting lord armies performance), help the mid range spearmen compete better against their swordsmen counterparts, ensuring the spear has its intended role in warfare. Before, it really took super elite units before spearmen were anything close to a match for their swordsmen counterparts in most battles.

Lord train unit quest range of target amount soldiers narrowed to high end (7-:cool: to balance against high rewards in relationship and make more consistent

Berserker recruiting now requires 1000 renown (was 150), but is significantly buffed. 70% chance 2 berserkers, 25% chance 1 berserker. Should be worth a trip now and then to a hoff, but only for famous people.

Credits so far (just noting so I don't forget later) (Windrider consulting ranged issues and second outfits, Eric consulting throwing issues and many other things, reporter of bug at steam for odin cave vanilla bugfix (need to add that when the upcoming sneaking changes are implemented)
 
5.0 changes Part 3 (had time for a few final changes tonight):

Pagans can now interact with monasteries more, including giving them money. Monks aren't so picky when you come offering gold, and pagans needed a way to donate to placate christians. Christians can now donate to hoffs as well.

Prebattle duals improved (no more battles to the death between NPCs who don't exist and don't actually die, instead only the player has a chance of dualing, and no free cheat health added to player)

Event in town for getting +1 strength and intelligence no longer requires any gold--you can choose "build both" for free, and recieve both bonuses.

Why? Because it was a trap for new players. Experienced players would just walk around with gold, guaranteeing themselves +2 total attributes. New players might not, and happen to be carrying too little gold, guaranteeing a permanently weaker character.  I don't agree with that sort of game design, where players who don't look things up can end up permanently weaker for no real purpose. So assume you fund the buildings from general funds or collection--a few coins is far less important than not locking players out of +2 attributes. Combined with the druid changes, all players are now guranteed access to the +4 attribute points available within a game, no more randomness and accidents permanently making your character worse.
 
5.0 changes part 4 (That's probably it for 5.0--other planned things will likely wait for possible future versions) (pulled town recruiting changes out for now, will only add back in if I have time to exhaustively test it)

Strong shield taunt reduced to changing enemy damage to 97% instead of 95%. This balances its generally stronger power than inspiring (given likely armor values) and ability to overwrite the AI lord warcry damage bonus in many of the most important battles.

Sneaking skill is now capped at for 2 for most unique locations,instead of being equal to athletics with no cap. Three reasons:
- A vanilla VC bug resulted from high athletics in Odin's cave: https://forums.taleworlds.com/index.php/topic,348857.msg8354788.html#msg8354788
- It made 0 logical sense that you being 'sneaky' could work once the first enemy started shouting AARRRRGG and swinging his sword at you
- many of these locations should be difficult as they provide very powerful unique items

Odin's cave is capped at 0 instead of 2 to make absolutely sure the above vanilla bug doesn't arise.

A few left uncapped: the exceptions is the mercian forest infilitration and the ambush siege warfare missions. Given the nature of those, basically had to keep it for them, even given the flaws.

Some wage changes:
- Mercenaries now cost 2x wages normal value, instead of 1.2x, in upkeep.Should encourage their more time limited and targeted use. And if you want camp follower women to improve morale, you will have to pay for it more now, as seems right
- Mounted troops now cost 2x, EDIT: Now 1.5x instead of vanilla 1.25x wages. Should be one of the most effective ways of encouraging players to rely on infantry, and reflects the care and maintainence of the horse (or, given the way some players hurl their mounted troops around, the purchasing of very expensive replacement mounts). Despite rumors to the contrary, VC has extremely powerful cavalry, lets make them expensive to keep them on the periphary.

With the above two changes, Frankish horsemen should no longer be the instant cheap powerful army they were. Instead, you'll have to think about whether you can afford it.

Also, will do a great deal to improve the viability of strategic alternatives in several troops trees with mounted units (briton horsemen vs archers, frisian horsemen vs warriors, etc)

- Lvl 26 moved to 27 as cutoff for midrange wages. Vanila cutoff created illogical jump in some faction troop trees with a favored lvl 27 unit (ie, saxon tier IV spearmen vs swordsmen, Norse the reverse)
- Very minor shift, but Tier IV and V wages increased by 4, ensuring linear increase difference with tier III at least covers persuasion difference given only to them, keeping the multiplied the ultimate determiner of difference (beyond level itself).

Defender accuracy boosts in sieges reduced from crazy magical heatseeking javilin 300% vanilla values to a believable 150% reflecting knowledge of home terrain to judge distance, see: https://www.reddit.com/r/mountandblade/comments/7uoduo/infantry_focused_mods/dtn5oz9/

No more immersion breaking 50% accuracy for attackers in siege. Let the walls and battles speak for themselves.
 
Tingyun,

Thanks for the great work on this. I can't wait to see 5.0! I was wondering if you had put any more thought into having villages defend against raids by something other than faction peasant recruits? I saw it mentioned earlier on a reddit thread, and I saw that it already exists as a change in the giant tweak thread.

Really looking forward to 5.0, all the changes look great, and if you want anyone else to give thoughts on what you have so far I'd be very happy to help!

Regards,
Zeqe

Edit for clarification: It makes sense given the fyrd style armies of the time to have Tier 1-2 spear/axe units
 
Hi Zeqe!

I'll look into it, possibly for a future version since I'm in the final play testing and editing of this one (I'll make a post on changes from testing and feedback when I release--archery changes listed above have changed significantly now through the expertise and feedback of Tuidjy over at steam, an expert archer both in the game and in real life). And yes, please offer any feedback you have.

Also, just to note that I always put my changes up for download in module file form as well under optional files, so you can drop whatever you like of my changes into your own personal version, by downloading:

Kalarhan and Kraggrim's amazing Tweaks Tool 1.2: https://forums.taleworlds.com/index.php/topic,348186.0.html

The Tweaks Tool 1.2 is such a wonderful gift to the VC community, and Kalarhan's philosophy of providing an easy entry point for people to engage in their own modding of VC is truly generous.
 
5.0 changes part 5

Well, opened up to new changes to look into Zeqe's request, and that led me to start doing 20 other things...

10 hours later and it's only a couple of hours before dawn, so no release tonight. I will try to finish up tomorrow, in the meantime, here is the 5th edition of the evergrowing changelog for 5.0:


1) Archery changes (which benefited a great deal from Tuidjy's feedback over at the Steam forums)

- Slight boost to damage, but remains cutting to keep ineffective against armored troops. 30c/31c/32c across the three bows.

Archers should now be balanced with slingers--better against unarmored troops, worse against armored ones.

- Bow PowerDraw requirements lowered from 2/3/4 to 0/1/2. The AI has about 4 in PD in the best archers. There are accuracy penalties if you do not exceed the PD requirements by 3.

This is both more realistic and more balanced--the AI troops will no longer be using bows that are too strong for them, but instead have drawweights that match their own limited skills.

- Masterwork is enabled as a modifier for bows. This means the player can get a masterwork featured longbow with a PD requirement of 6, allowing him to make full use of 10 in powerdraw (since bonuses for damage stop at +4). Featured Longbow is enabled for shop sales.

No other accuracy or speed boosts for bows. The PD lowering should help the AI, while not making player archery overpowered.

2) Rolled back all previous town recruiting changes. Instead,

- a modifier to number of recruits if the 3rd tier is rolled, based on relationship. So now, you will either get a large number of lower level troops, or a smaller number of higher level troops, with the reduction based on how high your relationship is.

- Recruits start lower in number

- Min result is now 0 troops instead of 1

- smaller growth from renown

- prosperity provides a boost to the random roll, not absolute amount, and is adjusted by religion, but the boost is slightly higher

- Charisma and leadership boosts are adjusted by religion

Several boosts to recruiting:

- High center relations provides double the number of bonus recruits as before

- chance of negative relations blocking normal recruiting lowered to 90% from 100%

- Much higher bonus for being lord of the town (x5 vanilla value, 0-10 extra instead of 0-2 extra, and applies after religious modifier, meaning a lord can recruit well even if he doesn't share the town's region)

This should result in a much more logical recruiting structure overall, and make relations much more important in getting high level troops (rather than having a hard cap of 30 after which it doesn't matter)

The value of higher relations and being a lord to recruiting has increased substantially. This is realistic, and encourages developing good core recruiting centers, rather than around-the-world type circuits of recruiting.

3) A tournament balancing change--ponies instead of horses as a reward.

This is the same issue as the earlier switch for norse armor to a generic armor--many cultures in Viking Conquest do not use the full-sized horses, and would not give them as rewards (not even their lords have them).

With this, tournament rewards should now be balanced--a reasonably expensive and useful sword, armor, mount, and the useful cow--but not the potentially best armor in the game and a full horse, right from the beginning, as a skilled player can win tournaments with a starting character.

4) Previous change of x2 cost for mounted unit wages changed to 1.5x. Still more expensive than vanilla, and offering more strategic tradeoff in lines like the Frisians and Britons where the mounted units are low tier and compete with underwhelming units.

5) Merc changes:

Dorested now gets full chance of all mercs for tavern recruits. The limitied list seemed motivated by storyline, but wasn't limitied to it, and wasn't needed in any event. Norse towns can now attract the full range of recruits, including frankish cavalry.

Sailors no longer appear as tavern mercs. They were 10x too expensive (over 400 vs 40 from old captain by docks), and they are now replaced by spearmen, making spearmen more common than the fancier mercs (as is realistic)

Meanwhile, frankish cavalry is now 1/4 as common as other mercs. and is otherwise replaced with the spearmen.

So we have

Spearmen, 2.75x as common as other mercs.
Frankish cavalry, 0.25x as common as other mercs

Should be a more sensible system, better fitting the rarity of high level cavalry in VC. Combined with the merc wage changes especially, it no longer strains belief all the AI lords aren't running around with frankish cavalry as well, and no more instant, cheap 300WP player armies wearing heavy mail.

7) Player leadership skill no longer magically makes more mercs available in tavern. Instead, they simply roll over a larger random range. (ie, rather than 3-9+ leadership, it rolls 3-19, giving same avg results as 5 leadership)

8 ) Village recruitment now generates very large numbers of troops if you are a lord:

- doubled growth by relations, halved growth by renown. Villagers care more about your local rep, they don't read newspapers.

- charisma and leadership bonus now are modified by faith

- charisma and leadership are now about 2.5x as effective at increasing recruits

- base recruits start lower

- Rolling a tier II recruiting session now gives about 1/2 as many total recruits. Vanilla was about 3/4. They don't have many experienced men--but a lot of men you can train.

- Higher tier recruits become available for a player much earlier, 30 rather than 60, but have a 50 percent fail rate on that (they still get another check after though)

- Being lord of a village gives +0-60 extra recruits, not reduced by religious diffeences,. Vanilla was basically +0-2 extra guys.  The lord now has a 70% chance of upgraded tier even if the peasants dislike him

So there is a serious advantage to keeping a village under your control--huge numbers of men can be pressed into your service rapidly. May be a viable strategic choice despite the lower money now.

9) Per Zeqe's request, some faction troops will now defend villages.

It will be about 1/3 each of basic farmers and 2 kinds better troops.

Also changed how number of defenders are determined, instead of adding a number to low prosperity (which in vanilla meant you would get a discrete cutoff where increasing prosperity suddenly dropped number of defenders by 20), a min is just set.

10) Fix for vanilla VC bug reported by Maluxorath--hardcore finance used to actually reduce upgrade costs compared to normal. Now hardcore is the same as normal

Now, hardcore is +25% normal costs.

11) The final tier is no longer such a huge discrete jump in upgrade costs, instead is just a 1.5x modifier over normal cost from being the final tier. The old huge jump was making it a seriously questionable move to upgrade to the last tier--they were stronger, but not quite warranting the close to 2-3000 peningas it could get to, especially when top tier mercs hire for much less, prisoners hire for much less, etc, and you are essentially paying 2500 pengingas + a tier IV unit in exchange for a tier 5.

Note that hardcore finance setting will see a net very slight increase in final tier upgrade costs, because of bugfix plus this

12) Major change to upgrade costs for mounted units.

If the prior troop is level 23 or below, ie you are upgrading to a tier IV or below mounted unit, the cost is now 2x normal price

Why? First, because of realism--horses and ponies cost a lot in VC.

Second, because of troop tree strategic alternatives. Most mounted units of a low level compete with a very underwhelming, low level unit for upgrades (briton horsemen vs briton archers, frisian horsemen vs frisian warriors, etc). The mounted line often has much better skils, equipment, everything.

So let's make it cost something to pursue that line.

13) However--if the troop is upgrading to a final tier horsemen, then the cost is only increased by 25% (less than vanilla VC 33% increase).

This is because final upgrades are already very expensive, and frankly the horse units at the tops of those tiers are not really that much better, or better at all, than the extremely well equipped foot top tier units. If you decided to forgo just hiring frankish cavalry and train your own, no need to punish you with a huge cost increase. It isn't justified by realism much anyway, as if you look at the equipment upgrades hapening along those lines, even with the mount included there isn't much of a difference in tier iv to tier v jump compared to some f the infantry lines of other factions. Note that since base upgrade costs are doubled here and level is higher, often you will end up paying around the same premium as at lower tiers.

14) Some very slight reductions in ai lord troop wages at the high end, and additional 500 penningas per week given to npc lords as part of their base income, to support:

15) Improved reinforcement templates for NPC Lords.

Vanilla VC wanted to feel historical, so NPC lords walk around with tons of tier I peasants.

The problem is the player doesn't generally do that. And the NPC lords suffer hugely for it.

We don't have to have an army of elites for NPC lords, but we can and should shift their recruiting to better resemble what the player gets--Much less Tier I, more Tier II and III units.

Elites remain rare, but competent fighters for the npc lord shieldwall are now the general rule, with a few skirmisher peasants in much lower numbers.

The historical feeling of mixed peasant armies is still present, but with the greater number of tier II and III the ai lords will pose a much better chance of challanging players and their more elite armies.

It will take awhile for your saved game to adjust to this.

16) Campaign AI level changes now affects player kingdom AI lords as well as other AI lords (thus ensuring consistent realism in how the world operates). Thus the setting determines the player's position vs the world, and AI lords don't become worse just by joining the player. This will slightly buff player kingdom ai lord armies

EDIT Leaving this unfixed for now, not enough playtesting time so reverted changes to hard

This is especially important because the AI behavior code for collecting rents added by VC did not take account of this distinctions.. Meaning player kingdom AI lords were making their finance decisions on the basis of incorrect costs before, so this also counts as a bug fix for a vanilla bug.

17) AI Kings now get 2000 instead of 1000 additional base income, which should be closer to matching what the player can achieve from a midsized kingdom tribute.

AI marshalls no longer recieve free money.

1:cool: No more cheating in favor of player marshalls on normal difficulty, forcing AI lords to join their campaigns even if they wouldn't have joined an NPC martial. The prior script to do this was justified by this comment to the code: "#Because players become confused when they see very less participation from AI lords to their campaigns."

I will leave it on for "easy", but if you are playing "normal" I assume you want a fair game and won't be confused when things don't go your way.

19) tax efficiency no longer has a maximum. No more gamey keep taking centers until you hit the limit--this is the dark ages, you are a feudal lord, not an emperor. Well, it will cap at 99, but that won't help you.

20) merc contracts now pay about 6 times as much (should cover close to your wages plus some profit). I didn't have time to deal with the relationship issues of all your faction enemies hating you after contract concludes yet, but at least you'll be sufficiently compensated if you decide to explore this oft-neglected aspect of Viking Conquest.

21) Special tournament participant chance of joining reduced. They were traveling the world just a little too fast at 50%

22) No more "camp defender" female npc tournament participants.

Hordes of female tournament fighters never fit into the spirit of a realistic look at the dark ages.

What was worse is that the camp defenders had terrible stats, so Vanilla VC wasn't throwing great female fighters into the mix, it was instead using them as low-skilled filler troops to be soundly beaten by the male troops tournament after tournament.

Female heroes should be special in the 9th century--rare, but very powerful. As they were in the sagas, and as represented by Brunhild, Solveig, the female tournament special fighter "the pict", and the female player character.

23) Slightly less reductions to tax inefficiency available.

In vanilla VC, you could get bonuses to fiefs without inefficiency really easily--+2 if your minister likes you, +6 for hiring tax collectors, meaning even on the hardest difficulty you could have 10 center points without inefficiency.

So 5 towns or 10 castles without any tax inefficiency on the hardest difficulty in vanilla.

They in combination would also reduce inefficiency rate to (x-2)/2, meaning you could get it a point below native.

The end result was far less inefficiency than other mods, and the costs of increasing relationship with minister and hiring the tax collectors wasn't really high enough to justify this, especially in a player kingdom (where the tax collectors also double tribute)

So, let's separate it out both game mechanics wise and conceptually.

The tax collectors already double tribute, so let's make them have the scaling effect only here as well, leaving in place them multiplying inefficiency by 1/2, while reducing their straight bonus down to 2/3 the vanilla value, making it +4 center points.

The minister liking you bonus one can understand as them not skimming off the top from wherever they happen to be located, probably a town, worth 2 center points. So let's leave them with their vanilla +2 to center points without inefficiency, and remove their reduction of -2 to the magnitude of inefficiency per center. Added back since normal is going up to base hard levels

Now the player can get +6 center points, and subtract 2 and then divide his inefficiency by 2 (bringing it down 1 below native rate).

That means with both the player can hold 3 towns and 1 village and 1 castle without any inefficiency on the hardest difficulty level, which basically entails controlling a region of the game. That seems about as powerful as these should be (remember, in a player kingdom , the tax collectors fee will be in large part covered by the doubling of tribute payments as the kingdom gets larger---and the hiring decision should require weighing some things).

This may still be too powerful. Let me know if you think so, and we can examine nerfing it further.

24) Player religion no longer reduces tax income. I can think of a number of ways a pagan lord could ensure his christian subjects pay their taxes, and in-game dialogue from Frisia seems to confirm this is the general order of things. Besides, it only applied to the player, which is the sort of mechanic best removed.

25) Campaign ai setting no longer reduces tax income. Too important to keep it as a balanced source of income vs other sources.

EDIT: removed some of the above to save playtesting time

Some credits so far (if I'm missing you, please let me know, I am falling asleep at this point:

Steam users Windrider and Pode for consultation on second outfit vanilla VC bug (fixed in prior portion of the 5.0 changelog)

Steam user Adabr Brcol for bringing my attention to the vanilla issue with Odin's cave and high athletics (fixed in prior portion of the 5.0 changelog)

Taleworlds user Zeqe for requesting village defense changes

Talewords and Reddit user Maluxorath for reporting the bug about hardcore finance

Reddit user EricAKAPode for frequent consultations on a range of topics, including throwing weapons

Taleworlds user Cokjan, Reddit user Peppiping, and Steam user Windrider for discusion on archer issues.

Steam user Tuidjy for lending his expertise as both a real-world and in-game archer to the bow rebalance

Taleworlds user EvilSquid for Vikingr upgrading to danish and norwegion elites
 
To be able to (hopefully) finish playtesting and release tonight, I am reverting the partially completed changes to Hard campaign AI.

I highly recommend all players of this mod select Normal Campaign AI. I've always played Hard in the past, but this mod will be balanced around Normal going forward, and in particular will ensure that that level represents a a very difficult but balanced setting:

- Normal Campaign AI will have the tax inefficiency limit of Hard (base 2 points). Even with the nerfs I did to vanilla VC "minister likes you" and "tax collectors" mechanics, you will still get +6 from those, and be able to have 4 towns or 8 castles with 0 inefficiency, and only minor growth in inefficiency after that. 4 towns is plenty rule yourself.

- All ways the game cheats in favor of the player on Normal Campaign AI will be removed.

- Many changes have occurred to allow the AI lords to compete on a more even footing with the player, including increases to their base finances, increased king simulated tribute to match what the player gets, and much better army templates.

In the aggregate, Normal Campaign AI using 5.0 should pose as much or more challenge to the player than Hard Campaign AI used to, in all the right aspects of difficulty.

You can continue to use Hard, but I won't be fixing it in 5.0 to save playtesting time (I will save my current fixes and might look at it for a future version). So expect the following weirdness if you use it:

- On Hard, expect lords within the player kingdom to make decisions on some matters using a set of costs that don't apply to them.

- On Hard, expect some enemy lords to allow excess rents to accumulate as they have more than they need, accruing to the benefit of the player when he eventually conquers the center

- On Hard, expect lords to be a bit too cooperative in campaigns, and the campaign map changes as AI kingdoms fight each other to happen unduly rapidly.

So, I recommend Normal, and rest assured it will be made plenty difficult, especially with the changes to AI lord party templates.

In VC, if you want difficulty, you want better parity between player and AI lord army composition. That means better party templates for AI lords (added in 5.0), and the option of turning on hardcore finance setting (vanilla bug fixed so it works as it should in 5.0), and possiblly hardcore leveling. Hard Campaign AI is not the best way to achieve challange here, and most every mechanic tied to it fails to create the right kind of difficulty.
 
Well, not going to finish tonight. :wink: Aiming for tomorrow though, in time for the weekend.

Today was mostly proofreading and testing, but here's tonight's new additions, Part 6 of the 5.0 changelog:

- finished getting all town, castle, and village recruiting code consistent to the earlier described changes

- should now be possible to actually engage in sustained religious conversion. If you have either a mead hall (village) or a scriptorium prisoner tower (town) the symbols of your authority are now strong enough that the villagers will not tear down your temple (they block the rioting from occurring). There really needed to be a way of doing this--building temples had turned into nothing more than a path to ruining relations with a fief.

- scriptorium now grants rent bonus (400, half the boost of the slave market) and very small prosperity boost (0-2) occasionally. The prior renown bonus was worthless--by the time a player had a town to build one, they would often never get a single point of renown from it.

- schools also give a small 0-1 prosperity boost. Same for mead halls.

- religious buildings have their bonus to prosperity reduced to keep overall bonuses around equal

- added upgrade from basic Vikingr to danish and Norwegian elites (thanks to EvilSquid for contributing this)

- Norse recruiting templates made generally more elite than other cultures. Few basic recruits, more swordsmen, but still keeping an eye on financial pressures. Let's make them feared, as they were at the time.
 
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